Canceled DOOM: Ultra-Violence

Project is halted prior to completion and will not receive further updates.
IMO, you should stick to the version that allow most of your coding work.
Creating your mod have to be a pleasure, not something that "depress" you.
You don't have the "duty" to always be compatible with every new build, and lose precious time trying for noting. This is only my opinion.

I feel the same about my old mugen project. I worked almost 2 years (2007-2009) to build some system that allow BG interraction, items, weapons, multiple punk enemie (helpers), and 3D free walk system.
Now a lot of people have switched to new build(s) and there is no more compatibility. My project is stuck in the past. I was a little depressed about my 2 years spoiled, but finally, I have no problem about it. The engine still runs, so where is the problem.

And I do exactly the same with my openbor mod.
With some build I loss one of my regular moves, it's broken.
No problem, I'll stick to the old build. :)

I like your project, and I don't want it to be cancelled.
Use the best build for YOU, and enjoy the progress of your mod  :D
 
Nah nothing like that, not giving up, I've really just got started again.  Perhaps depressing is not the right word :p
Not complaining, it's just my progress report ;) 

Just so bored of remaking the first stages and being stuck on the same problems thou,  just want to get to the next phase of this thing.  Keep finding things I forgot to update or need to tweak, it's like everything has something to I have to change.

Spending a lot of time on it lately and progress is slow at the moment.  Got to work out this floor problem so I design stages properly. 

And I'm getting confused with these scripts, I'm sure it's just something I've done wrong.  I know I have the right version of openbor now (3984) but these problems persist.  The weapon script isn't really the problem thou, it will get sorted eventually, it's all my own messy script and code I have to clean up.

If you could see the different versions I have you would see different version of the enemies too, some are aligned differently than others, some are like original doom offsets, some are onion skinned manually etc.  Some are also using updated sprites (like imps) that add new frames and 'fix' offset problems with the originals.  There is good and bad things with each version, the latest ones are probably best, but there are some subtle differences in older versions that are better.  I still have to decide on animation and walking speeds for some, or even add some randomness for that.  So there is little things like this I could probably use some input from others to make a final decision. 

I've really just needed someone else to comment on design, just to say 'That sucks', 'This needs to be changed' or 'This one is better than that'  etc.  Especially with the stages, I'm sure someone else would make much nicer stages than I do.

Which is why I've been busy to clean it up and make a development copy, it's hard to ask for help thou when I've left things undone and broken.  It's not a very good example right now of the mod, compared to what I've had working in the past.
 
BTW I finally have a (broken) version up on dropbox if you want to take a look, send me a PM with your email and I'll invite you.

I'm in the process of getting the main assets back in game and working on the first stages again.  Mainly I say the mod is broken because I've stripped the stages back to redo all the spawns and replace auto spawned doors for interactive ones.  Basically going to make these stages again, but these old ones (whats left of them) are there for a guide.  Some stuff will be scripted now, like doors opening, different enemy spawns etc. the old stuff has been removed.  So it's a bit of a mess right now.

But once I get past this rebuilding phase  it's back to fun stuff and making new ones. It's just taking longer than I thought, I'm finding a lot needs to be updated or redone.  It feels like I have a big mess at the moment, but I'll get it sorted eventually.

-------------------------

Sorry for long post, again... Don't know how I always manage to do that.... I"ll put the rest in quotes :P

Anyhow making some updates and progress regardless.

- new script for items (Ispawn), item now enemies are hardcoded to drop items.  (shotgun guy drops shotgun, pistol guy drops ammo etc.)
  visually looks better (item jumps in air slightly, like they do in  newer doom ports) and no need to add item drop to every spawn in stages.

-  Gibs system.  Preliminary stages (WIP) but looking good already.  Blood is random, 'gibbed' enemies explode into random parts, chance to see head fly at the screen or blood to splash it.  Dozens of body parts and 'gib chunks' added

- Death Screens - Depending on how you die, blood will cover the screen.  Normal death screen is red.
Added this a while ago but I'm improving them, some are animated.

- New and Improved Blood
  * More BLOOD
  * Better sprites
  * random splats

- HUD update
  * improved fonts
  * more face animation

- CUTSCENES - replacing them with 'coded' cutscenes (custom levels and entities)
  * reduced to 320x240 to reduce file size
  * scaled in openbor to fullscreen

- HORROR elements
Added more horror elements...
The game is no longer safe for small children ;)


Got lots of other cool assets coded and ready for the game, (like new enemies, traps, new weapons, special encounters, teleportals, cool enemy spawns) but I have to get to later part of the story before I can use this stuff.  With a lot of my work too over the years it's been experimental, sometimes just to try the idea out.  So I usually have to go back and redo things better/properly later on.

No all this is added to the dropbox copy yet, trying to keep it small

Doom mod is still coming!.....

"oh it's real... it's DAMN real!"
 
Beastie, I think you should stick to a version and release the game on that version.
If the mod doesn't doesn't works on a newer version sorry but its not your fault.

I remember when I released the PDC beta, it was working fine. Then I updated the engine and now the enemies and obstacles get stuck if you spawn them too close to the screen edge. Its not my fault, but its engine's fault. This is why I haven't updated it again yet.

My OpenBOR version is 3968 and I won't update it until I see something substancial and that I really need.

talking about your game, I tested the DEV version and its great! But I noticed a bug on the parallax.
Parallax is one of the hardest things to handle right. I barelly uses it on my Mugen stuff because its boring to find the right value. There is a way to calculate it, you can see it here: http://mugenguild.com/forum/index.php?topic=116138.0

The axis point should be at the top part of the floor image, and I noticed that your floor seams to use the axis at the middle. The top part should never slide, it should be fixed. Look in some SFII stages and you will see what I mean.
 
O Ilusionista said:
The axis point should be at the top part of the floor image, and I noticed that your floor seams to use the axis at the middle. The top part should never slide, it should be fixed.

+1
Also items, obstacles seems to slide on the ground, because of it.

-Finally I don't know if parallax effext is required... other stage without this effect are very good too.

-Do you plan to edit walk anim during shoots (by frankenspriting)
Same for jump anim (I might help you a bit for this one...)

-this is just my opinion, but bosses can be scaled up to be more massive. (something like 125 or 130%)
 
BeasTie said:
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.

Never get discouraged. As others have mentioned just release the pak with the BOR engine that it does work with.
 
@Robot2
Not sure it's really a version issue, rather 2 versions of the script are mixed up so they don't work properly.  But yeah I just need to stick with whatever works for now.  It should actually work on latest build fine.  I just mean there's no need to update after this, latest builds are pretty good, but if it gets broken again I'll stick to what works.

@O illusionista - Hey thanks dude, somehow I missed your reply the other day.  Don't worry about the version thing I think I know what I did wrong, I'm going to have to make a new copy thou.

Thanks for the info on that, I actually had no idea anymore what I was doing anymore and was simply guessing values lol.  There used to be a post to explain it on lavalit but it got lost.  What you said thou is exactly what I was trying to resolve, but the problem is bglayer  is confusing as **** to understand.

I can't seem to find a way to make it work.

bglayer {path} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha} {watermode} {amplitude} {wavelength} {wavespeed} {bgspeedratio} / background {path} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat} {transparency} {alpha}

~These 2 command have same effect which is create a background layer with the image at {path}.
~The image used must have a width which is a multiple of 4 (ex. 4, 200, 128, not 3, 202, 130).
~The height could be any size but make sure it matches screen resolution to avoid void background areas.
~Just like any image used by OpenBoR, background and bglayers must use paletted images. In 8 bit colourdepth (default), it must use same palette as 'background' (see above). In 16/32 bit, it can use different palette
~Beware though, if bglayers use different palette than background, 'palette' command (see below) won't work
~The graphic automatically repeats if the stage is longer than the background.
~Layers are drawn in the order they are defined; currently, up to 100 are supported. However 'background' sets the bottommost layer while 'bglayer' sets layers in front of it.
~{xratio} and {zratio} determine how fast the layer will scroll; 1 = same scroll speed as panel, 0.5 = same as background, any float value can be used for them. It works also in levels with direction up or down but the layers will autoscroll just like background.
~{xposition} and {zposition} determine where the top left corner of the first layer will be. {xposition} is measured from left for direction right levels, from right for direction left, from bottom for direction up and from top for direction down levels.
~{xspacing} and {zspacing} determine how how much blank space there will be between repeated layers. Only works if you set repeating layers (see below).
~{xrepeat} and {zrepeat} determine how many times the image will repeat. Setting 0 will make layer not drawn at all (it will become palette holder). Setting -1 will make it repeat forever
~use 1 for {transparency} to have your transparency color not appear. Remember that this is more processor intensive, so don't use it on images that won't benefit from it. And don't use it for 'background' too since it's the bottommost layer. In 16/32 bit mode, pure black color will be used instead.
~{alpha} will display the image using alpha transparency. It works just like for entities. Possible values are 0 to 6. Don't use it for background too.
~{watermode} determines water effect. Currently there are 3 modes.
0 = No water effect for this bglayer
1 = Water effect for this bglayer is on
3 = Mode 7 effect
~{amplitude} determines the amplitude of sine wave for water effect. Only apply if {watermode} is not 3 (see below)
~{wavelength} determines length of sine wave in pixels. It's repeated since it's sine wave. Only apply if {watermode} is not 3 (see below)
~{wavespeed} determines the moving speed of sine wave. Only apply if {watermode} is not 3 (see below)
~When {watermode} is set to 3, the next 3 parameters ( {amplitude} {wavelength} {wavespeed} ) becomes new ones: {beginsize} {endsize} {perspective}
~{beginsize} and {endsize} defines size multiplier of upper and lower border
respectively. The upper border should be smaller than lower one cause the former is farther

~{perspective} defines z depth effect it should have
0 = No effect (default)
1 = Perspective & tile
2 = Perspective & stretch
~{bgspeedratio} determines the moving ratio of this bglayer relative to main background. Defaults to 0 (no movement).


@nedfladeurse

-yeah it looks like they move because floor is.

- I agree, dunno if it's really needed, but the thing is it's better than editing the old stage floors, I've tried changing perspective on them it's ok for small panels but larger ones it's hard to get right.  Also if we can draw floors with bglayer it means I only need one tile of each floor type, instead of giant panels for floors for every stage. (like the grey floor gets used in countless stages)  For me it doesn't bother me just to use the flat panel floors, in a screenshot you can really notice but in game you don't really notice.

- Nah it would probably be be too hard to code this. My memory of  coop/deathmatch doom  it's not weird to see doom guy sliding around like this when shooting.

- I don't actually have any bosses yet, (you mean the barons?) not sure about scaling up the old sprites.  Spiderdemon and Cyberdemon I had in game once, they are freakin' huge.  I'll redo them thou because I changed the sprites.  Baron of Hell I thought of scaling him a bit like you said, but keeping he Hell Knights normal size.

But some of my planned miniboss are N64 doom sprites,  they look bigger already.  Also some boss from HEXEN, HERETIC and BLOOD.

miniboss.png
(both sprites scaled 200% for the mod)

I'll probably use 64 sprites already adjusted to doom palette thou.  Hadn't decided where these will go yet. Probably in the custom episode.

Blood enemies (for mini bosses) I could scale these again, but they'd be pretty big.
bloodboss.png


- I hadn't decided about jump yet, some vote yes others no.  I also had dodge but I removed it for now, it would need better sprites.
I also have crouching sprites for each weapon, crouch walking, shooting, dying etc. that could be added too.

That would be cool if you think you could make better jumping sprites thou.  :D (BTW I should of asked you to do the 'holding weapon' walking sprites for wolf3d too, because mine are not very good I realised lol)



That dropbox copy is pretty broken, I'll add some better stages for you guys to see.  I have to remake the ones in there currently,  that's why they're the only ones added at the moment, to make sure I do them first ;)  They are broken because a lot of objects and custom ents are missing, I used to have multiple enemies for example, now I only need one of each (thanks to script, new openbor etc.)

But to focus on one thing at a time the priority is episode one, it's the most boring but will be easy to complete first.  This game is going to be more about the custom stages and enemies.

The old mod has heaps of content, but a lot needs updating, some stuff is still using old openbor methods, so i'm adding things to the new mod as needed and updating accordingly, instead of a big mess to fix at once.

The first step was remaking Doomguy, weapons and main enemies.  I'm almost done with that. ;)
 
These sprites look really great, please use them in the game. They look good big & Cyberdemon is big anyway. That's the great thing about making your own mod, if you like the way it looks go with it, the Doom fans will play it anyway. The Cerberus-looking creature would make a good Hell Hound.
 
yeah I was talking of "barons", but since they are not bosses, this is OK!
These N64 ver. enemies are giant!
Could be very good on your mod.

About what you need for sprites, just PM me your exact request.
I see what can I do.
I'm already on to give you a better jump anim! ;)
 
BeasTie said:
Yeah you're right the dog might make a cool smaller enemy, like the pink demons.
I would let the dog stay just like it is & use it as a gate guardian boss to face before the hell levels. If you resize it will lose resolution & unless you are using video 2 the loss will be very evident. I'm so glad NSW told me to change to a differet video mode a long time ago, it really helps hide a lot of flaws that would normally show up in the default mode because the sprites are zoomed back
 
Yeah that was my plan for him, a boss before deeper hell missions.

The mod is 960x540 resolution, it works really nice.


 
The man known as 'Doom' has been lending his talents to help me get some more stage elements ready for later stages of the game.
Can you smell the irony? - oh.. it must be that imp I just roasted.

DOOMUV_0019.png

DOOMUV_0016.png

DOOMUV_0028.png


They're still quite empty, but expect them to be filled with demons and barrels...so many, many barrels... 

(sorry Doom for being late posting this )

If anyone else is keen to try some stages or just some random panels etc. PM me for the stage assets.
 
PM me if you want invite to the dev copy man ;)  There's not much playable thou, because I've be re-adding everything into a new copy.  Scripts aren't working like they should in the dropbox copy.

I'm basically rebuilding it all again, but I'm working on tweaking enemies as I add them back one by one.
 
Sorry for lack of updates...I swear this mod is freakin' cursed.

The current dropbox copy I was rebuilding is probably a write off,  no idea what went wrong, but the scripts never had this many issues before.  I'm waiting for MatMan to return and hope he can send me the working copy he had. There is so much missing from this dropbox copy, so please do not think that it's all I have done for this mod.  To avoid spoilers, there is a lot of things that have not been revealed.  I don't want you to know what's going to happen because you already saw the screenshots/video etc.

If anyone with good script knowledge can take a look at the scripts and see if they notice any problems, or something that's conflicting it  would be very much appreciated.
(PM me your email address for invite to the dropbox)

My PC is screwed, I can't even upload my mods to back them up.  :'(
Pretty sure it's hardware, faulty memory or the whole mobo is dying, either way not worth spending anything to fix it and I'm too broke to build a new one.  Most my programs don't work or have weird behavior.  Even openbor keeps crashing and giving me false errors, like missing image files etc. I can barely do anything.

The only external HDD I have to copy things too has it's own issues, can't get it to stay connected long enough to copy anything. (NB: DO NOT buy Seagate external HDD's, worst goddam piece of crap I've ever used period)  >:(

Anyhow if I can get a new PC in the next few months it's full steam ahead once more.  I think it's about time I made some proper goals and priorities with the mod, so let me know what you guys think is most important.

About what you need for sprites, just PM me your exact request.
I see what can I do.
I'm already on to give you a better jump anim! ;)
Awesome thanks dude, sorry hadn't replied.  I probably did, but computer likely crashed while I was posting.  I'll get back to sprites when I sort other problems.
 
It's always had this problem, if it stays connected it works fine, the actual hdd hasn't failed (yet!)

Equally annoying this drive has no on/off switch, so it automatically starts up when plugged in USB.  You disconnect it from usb it will repower on while you're unpluggin it >:(
If you shutdown the PC it will restart the drive just as the power cuts out, keep expecting it to get fried just from this.  It's such a BAD design.  After exhaustive searching for solutions, all I've found is thousands of posts from people complaining about all the same problems.

I'm in damage control right now, a few times already I thought I'd lost everything once again.

As far as my PC, I've never seen such crazy shit from a computer in my life, and I used to fix them for a living.
 
Beastie, connect the HD directly to your PC. In most of times, its a normal notebook sata drive with just a USB adapter. Its what I did I with mine
 
It's been a while, so I'm not sure when MatMan is coming back.    :-\

The mod isn't drastically broken, there is just some minor script issues.  :-\

If anyone with script/coding knowledge could take a look at the weapon scripts I would really, REALLY appreciate it. 8)
Hell I will pay someone for help at this point. CASH MONEY ON OFFER!

Failing that I'll work around the problems.  I'm scrapping the remake stages and focusing on the custom story.  :D
Custom story will be lots of enemies, lots of weapons.  There should rarely be a problem with the shotgun bug because you of the high ammo count.  I will just have to add a lot of extra shells for now.

 
Back
Top Bottom