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View Full Version : Rust SP project pics


ToXiCFLUFF
February 17th, 2003, 12:43 AM
Here are some screenshots from my current SP project Rust. It is single player and can only be played solo on the Legacy port. Both these things are because of the amount of scripting involved. I can barely be bothered to type a feature list but I will do anyway. Ah actually, I'll just copy it and update from the legacy forum post:

Done:

1). Commandable sidekicks, you can tell them to guard (stay), attack or move through some command shortcut keys. Thick as shit (doom AI), but they work.

2). A few new weapons/items.

3). Random ambient sound system. I spent a lot of time making the sounds.. and I must say, most of them are scary as shit. Expect a lot of screaming and moaning echoing down the hallways.

4). Some real gameplay varying stuff. Let's just say, you can leave your marine without dying.

5). Quite a few scripted sequences... Kills replayability, but what the hell.

6). Some never seen before graphical effects. Although maybe some of these will turn up in Rellik's tech demo. Who knows.


Todo:

1). Lightweight conversation system (nothing too comprehensive though).

Anyway, the transition between the two styles shown in the pics on the page below will make sense upon release.

http://www.geocities.com/toxic_fluff/RUST/doom.html

Doom_Dude
February 17th, 2003, 05:02 AM
Your screenies look kick-ass. It also sounds really cool from your discription. I want to play this Rust jobby. http://forums.newdoom.com/UBB/biggrin.gif

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ToXiCFLUFF
February 17th, 2003, 06:08 AM
Thanks a load DD, encouragement is always good. It should be done quite soon, a month or two hopefully. I'm planning to map the hell out of it while I have this week off college.

Also, I am keeping much of the Fscript in _separate_ files inside the wad. What this means is that the new features I'm coding which are not specific to one of the Rust maps are separate from the maps themselves. Agh that still isn't a good explanation.

Err.. basically, these features are designed so that they are external to the maps, and can be tweaked to suit any other map with a few simple modifications (no FS skills needed). Kinda like template files.


On another note, what the hell is up with Fourwinds??? I was trying to get vilecore the other day when I was looking for the NDCP site (completely failed to notice it in your sig) and the save dialogue just didn't come up.

Amazon_Death
February 17th, 2003, 09:58 AM
I agree with you, Doom_Dude. Those screenies are cool!


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http://www.clan-sf.com/911maps/fileupload/upload/rammstein.jpg


http://www.clan-sf.com/911maps/fileupload/upload/sven_kopf.jpg

Aliotroph?
February 17th, 2003, 10:59 AM
/me is waiting for beta-test time. http://forums.newdoom.com/UBB/biggrin.gif

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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;

Exl
February 17th, 2003, 11:05 AM
Cool screenies there Toxic! Ebola eat your heart out! http://forums.newdoom.com/UBB/smilies/cwm2.gif http://forums.newdoom.com/UBB/smilies/cwm1.gif

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One nut can ask more questions than ten wise men can answer.

Doom_Dude
February 17th, 2003, 11:47 AM
I hope it'll run in OpenGL mode when your done. I find that these big 1mb to 2mb wads refuse to boot up in Legacy GL mode.

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Aliotroph?
February 17th, 2003, 11:48 AM
Maybe your computer sucks DD. I can load anything in GL. Even Chex Quest! http://forums.newdoom.com/UBB/biggrin.gif

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"Once in a while a programmer really writes something he's proud of, a slick, elegant, blazingly fast routine that stands as a benchmark against which other code will be judged by. However, this is not the case with TED's fill routine. This slow, stupid algorithm will casually fill one plane of data in a painfully creeping manner. Press ESC when it gets confused." - John Romero on TED (Tile EDitor)

Aliotroph?.postCount++;

The Undertaker
February 17th, 2003, 03:54 PM
ATI drivers attack again.

Doom_Dude
February 17th, 2003, 06:14 PM
Download Brad's Bloodworks map and see if you can run it in GL mode then come back and tell me your comp can run anything. It's right here in this forum by the way in the topic called BLOODWORKS. Check it out because it's worth playing. http://forums.newdoom.com/UBB/biggrin.gif

Or go over to ROME.RO forums and find Magikal's post about a new map and see if that'll run in GL on your comp. Betcha can't get that one to run in GL mode. :P http://forums.newdoom.com/UBB/rolleyes.gif Heh..... those were the wads I meant when I said 1 to 2mb.... meaning 1 to 2mb per map not wad. Bleagh. Heh.

It has nothing to do with ATI driver thanx.

http://forums.newdoom.com/UBB/smilies/cwm5.gif

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ToXiCFLUFF
February 17th, 2003, 08:41 PM
DD: "I hope it'll run in OpenGL mode when your done."

Yeah me too, cause GL is pretty much required :D. One thing you will probably need to do is put: -mb 48 (or higher) in the additional options box in the legacy launcher. This may have been causing your problem in other large maps, give it a try. It increases the amount of memory your system allows legacy, I had the same problem with large maps in Legacy a while back and this sorted it out.

Anyway, I'm off back to mapping, thanks for the comment you guys.

Doom_Dude
February 18th, 2003, 03:59 PM
That trick didn't work on those 2 maps I mentioned. I tried 48, 64 and 128. Thanx anyways.

Anyhow get back to work. http://forums.newdoom.com/UBB/wink.gif



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ToXiCFLUFF
February 18th, 2003, 09:36 PM
Yeah, Didn't work for me either http://forums.newdoom.com/UBB/biggrin.gif

Bloodworks just refused to even show a single frame.

Still, keep the -mb at 48 or higher for the very big maps, those are the ones that need it (Phobia, some of Nimrod).

Doom_Dude
February 19th, 2003, 09:02 AM
Ok cool. Yeah I left that 48 in there. http://forums.newdoom.com/UBB/wink.gif

Say Toxic you have any peviously released doom maps?

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ToXiCFLUFF
February 20th, 2003, 06:18 AM
Nah, no released ones. The indoor shots of Rust are from my 3rd map. I finished my last map 4 years ago, but I never released it. Although it's a full length map, it stinks apart from one part in a gloomy crypt where you have to climb into a coffin to get to the next area. The map before that (my first) was a huge box with a huge chasm and the newbie map compulsory component - about 20 cyberdemons http://forums.newdoom.com/UBB/biggrin.gif

I'd been editing the Quake games for those 4 years, before I decided I wanted to do something SP (all those maps were DM). And I wondered what I could do it in... I didn't really like Quake1/2 SP, Unrealed was too difficult for me to work in (the unreal engine is built on EXACTLY the opposite principles from the Quake engines) and although I liked Half-Life, it didn't offer the kind of gameplay I wanted. Then I remembered Doom, and remembering Legacy had a load of new editing features made up my mind. So I spent a week learning fragglescript and trying stuff out in the first room of Rust, decided Legacy was awesome and that I was going to make a map pack/mod.

Lol, the answer is kind of disproportionate to the questione http://forums.newdoom.com/UBB/biggrin.gif

Anyway, check up on the Rust screenshots page from time to time, I should be putting new shots in quite frequently.

Doom_Dude
February 21st, 2003, 11:32 AM
Ahhh I see. It looked from your screenies that you had mapped before so that's why I asked. http://forums.newdoom.com/UBB/biggrin.gif

Well I've seen enough of Rust to want to play it. http://forums.newdoom.com/UBB/smilies/cwm20.gif

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Agent Spork
February 21st, 2003, 01:41 PM
Looks sexy http://forums.newdoom.com/UBB/smilies/cwm4.gif