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Started by 75, September 17, 2010, 04:22:27 PM

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75

yeah, I guess so

The big difference is that I won't be making maps for it
"Give us those nice bright colors, give us the greens of summer, makes you think all the world's a sunny day."

You can find me on the CQFF discord: https://discord.gg/AgNhjem

noob1234

will u still be hosting?


QuadrumpusGuy

Working on a new survival map. The map has a style like MAP18: The Courtyard from Doom II.

75

I was thinking of something... even though Skulltag doesn't support new flash types, I could use Altflash:, meaning I could implement dual wielding minizorchers/propulsors/bootsporks in skulltag 8)
"Give us those nice bright colors, give us the greens of summer, makes you think all the world's a sunny day."

You can find me on the CQFF discord: https://discord.gg/AgNhjem

75

I implemented dual wielding zorchers, and put in a lot of new code for DECORATE and GLDEFS, I can barely believe how much code I wrote to get invasion to work in chex quest.

Unfortunately, I did it in a sloppy way, so now I have to re-write it.


There are no invasion spawners for anything in chex quest. Originally, I told the chex weapons to replace doom weapons, but that was problematic, so now, you're really going to need a special config for this, but it's working as it should now, instead of the game having arguments over whether to use the chex item it replaces or the original doom thing.
"Give us those nice bright colors, give us the greens of summer, makes you think all the world's a sunny day."

You can find me on the CQFF discord: https://discord.gg/AgNhjem

75

#275
Oh man, you have so much ammo now

you can carry 400 "bullets", with backpack 999
you can carry 100 "shells"/"rockets", with backpack 200
and 600/1200 cells, although I might have to limit that to 999, since the HUD only wants to display three numbers


Small cells give you 40 shots, large ones give you 200
mini zorch recharges give you 15, boxes give you 100
Zorch "shells" give you 8, large boxes give you 40
Rockets give you 5, lare boxes give you 50

Also, the backpack gives you 100 phasing ammo, 100 mini zorch ammo, 30 large zorch shots, 20 "rockets", 24 lightning shots, and 15 freezing zorch shots

New backpack sprite:



So keep that in mind, mappers, you don't need to spam ammo anymore, especially backpacks. The backpack should probably only be given late in invasion, or in secrets


EDIT - also, the next version will have the CL zorcher, it's important, so it's worth fixing the animation
"Give us those nice bright colors, give us the greens of summer, makes you think all the world's a sunny day."

You can find me on the CQFF discord: https://discord.gg/AgNhjem

QuadrumpusGuy

Quote from: 75 on February 20, 2011, 12:47:38 PM
Oh man, you have so much ammo now

you can carry 400 "bullets", with backpack 999
you can carry 100 "shells"/"rockets", with backpack 200
and 600/1200 cells, although I might have to limit that to 999, since the HUD only wants to display three numbers


Small cells give you 40 shots, large ones give you 200
mini zorch recharges give you 15, boxes give you 100
Zorch "shells" give you 8, large boxes give you 40
Rockets give you 5, lare boxes give you 50

Also, the backpack gives you 100 phasing ammo, 100 mini zorch ammo, 30 large zorch shots, 20 "rockets", 24 lightning shots, and 15 freezing zorch shots

New backpack sprite:



So keep that in mind, mappers, you don't need to spam ammo anymore, especially backpacks. The backpack should probably only be given late in invasion, or in secrets


THIS.

And yeah, my ammo spam in my invasion maps...  XD I can delete many of those crates. I usually have the backpack given in a script when a player enters the game.

75

Implemented 4 digit ammo using SBARINFO  :)

However, on the regular HUD, only the last 3 digits show




I suppose I could make a half size font for the ammo
"Give us those nice bright colors, give us the greens of summer, makes you think all the world's a sunny day."

You can find me on the CQFF discord: https://discord.gg/AgNhjem

QuadrumpusGuy

So, have you figured what maps are staying in for now?

Also, any guidelines as far as Survival maps are concerned??

75

#279



Implemented it so it shows a 4 digit number only for weapons that have 4 digit ammo counts. That was pretty tricky!

Maps that I'm going to put in:

A modified version of DM01 (the arena). Bigger arena, no spam runes, no GL
DM02, not sure if/how I'm going to change it yet
DM03 - might change weapon positions/layout

DUEL01, might change it to make it bigger
DUEL02, fine as is
DUEL03 - add detail

LMS01 - changing its name, getting rid of a few runes/making them hard to get to.


INV01 - I really should finish this
INV02 - ''
INV03 - needs a layout change
INV04 - needs a layout change, and a new ending

CTF01 - removed
CTF02 - too small, needs to be bigger, more buildings, etc...
CTF03 - removed, this map is a nightmare in CTF
CTF04 - needs to be bigger


Also, 4 digit health now shows on the ALT fullscreen hud, so when QG feels like giving himself 9000 health, it will now show 9100 instead of 999. This is ONLY on the fullscreen hud, though, not the status bar hud.


EDIT - I fixed the CL zorcher animation a bit, I still don't like it... but it'll have to do until I come up with something better.
"Give us those nice bright colors, give us the greens of summer, makes you think all the world's a sunny day."

You can find me on the CQFF discord: https://discord.gg/AgNhjem

75

Implemented Invasion spawns, I think I'm ready to start making some new maps  :)
"Give us those nice bright colors, give us the greens of summer, makes you think all the world's a sunny day."

You can find me on the CQFF discord: https://discord.gg/AgNhjem

75

#281
Made a quick deathmatch map








It's a little small, it only includes the original chex weapons, #1-5

of course, you can dual wield the propulsor, minizorcher, and bootspork  ;)

EDIT - Encountering a weird bug, it seems like Skulltag will not give the right value for ammo, even if I set it...

I set the minizorcher to give 20 shots on pickup, yet it gives 50?   :failware
"Give us those nice bright colors, give us the greens of summer, makes you think all the world's a sunny day."

You can find me on the CQFF discord: https://discord.gg/AgNhjem

MajorSlime

skulltag itself is coded to decide how much ammo you pick up; normally more than normal, i believe.
Shh!  I'm taking a break from reality.

75

#283
Quote from: ChexMaster2109 on February 21, 2011, 03:06:40 AM
skulltag itself is coded to decide how much ammo you pick up; normally more than normal, i believe.

That is it!

I tried it with Doom 2, and skulltag automatically multiples all weapon.ammogives by 2.5 the first time you pick the weapon up.

On the other times you pick it up, you get the right value... weird.



"Give us those nice bright colors, give us the greens of summer, makes you think all the world's a sunny day."

You can find me on the CQFF discord: https://discord.gg/AgNhjem

75

#284
Progress on that map:








I'd like to test it out, to make sure it isn't getting too big.

The map takes place in a sort of chex bunker, there are labs, and lots of lockers for the chex guys who are stationed there. The large open part is a hangar.
"Give us those nice bright colors, give us the greens of summer, makes you think all the world's a sunny day."

You can find me on the CQFF discord: https://discord.gg/AgNhjem