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View Full Version : Co-op Vilecore + JDoom 1.80


Aliotroph?
August 8th, 2004, 12:40 AM
Rice King and I got bored so we decided to play some co-op Vilecore. Since I've been mad at the state of netgames (and sound code) in Legacy, we decided to use JDoom. We downgrabbed 1.80 (latest stable release) and some models.

I must say it was an interesting experience. JDoom has liquid smooth animation to the point where it just feels unnatural. It made me worse since I wasn't used to the feel. The whole experience was vastly different than Vilecore in Legacy...

The good:
-JDoom is using some manner of detailing the textures. While this doesn't always look good, overall it gave Vilecore a gritty, lived-in look. This fit the maps nicely.
-Those dynamic lights and particles rule.
-The sound code is lightyears ahead of Legacy and there are no weird GL cracks.

The bad:
-GL on my box was causing some textures not to render all the time. This made some of the monsters look like other ones and caused the levels to look worse the longer I played.
-All the ceiling lights in some maps were making the game lag a bit.
-In JDoom you can't change the player colours to anything new. Rice King was grey and he looked like a sergeant. Thus, I shot him a lot. :/
-Those ultra-smooth controls make Vilecore's narrow corridors even harder to play co-op in.

Now for some Vilecore-specific stuffage:
-How exactly do you get out of the beginning of map03??? I've done it before in Legacy but we couldn't figure it out. We cheated by jumping up a ledge.
-The dynlights everywhere in JDoom make Vilecore look really neat. The strange texture effects also add to it. It just looks bigger and badder.
-I never realized how nice looking map04 is. It's a damn slick map.'
-Vilecore is damned hard in co-op. There isn't enough ammo and the halls are usually narrow.

Sadly, we only played to map04. Too much time death on our parts because we suck at playing JDoom and because Vilecore is pretty hard in that mode. Man did it ever look nice though aside from my Radeon not liking JDoom's GL code too much.

I'll happily beta-test co-op for Vilecore II if you ever need it done. It only needs more ammo in a few places and a few wider halls to make it awesome. :)

If you're ever going to remake a map for DooM III, I would recommend doing map04. It would probably look cool because it's not too big or open, it has loads of tech stuff, and it's all lit by lamps. :D

Doom_Dude
August 8th, 2004, 09:21 AM
Thanks for all the feedback on Vilecore. :)-How exactly do you get out of the beginning of map03??? I've done it before in Legacy but we couldn't figure it out. We cheated by jumping up a ledge.The beginning of map03.... you need the red key. Theres a switch that lowers a barrier thats in front of a door. You then go in there and get the red key. Pretty simple really. :p-I never realized how nice looking map04 is. It's a damn slick map.'Thanks. :) The map looks even better now and contains a lot of changes. I kept the theme and made outside areas, grated windows, more secrets and new textures. -Vilecore is damned hard in co-op. There isn't enough ammo and the halls are usually narrow.Narrowness is now gone in 95% of all maps. I added Coop starts a few days before releasing Vilecore. I had no idea if it was gonna be good in Coop or not.I'll happily beta-test co-op for Vilecore II if you ever need it done. It only needs more ammo in a few places and a few wider halls to make it awesome.Cool. You're already on my testers list so if you want to do the Coop then cool. I agree it needs more ammo. The wider halls are geared, like I said. :)
-All the ceiling lights in some maps were making the game lag a bit.Yeah I noticed that. Most areas no longer have retarded huge blocks of lights and since I made a LOT of new ceiling light textures and these didn't light up like the default ones do in JDoom, making it look dumb. I have all ceiling light now as custom made textures. None of them are lit. If I can figure out how they make the ceil lights have lighting effects i'll make a ded for it.... or whatever.If you're ever going to remake a map for DooM III, I would recommend doing map04. It would probably look cool because it's not too big or open, it has loads of tech stuff, and it's all lit by lamps.Now that I'm playing DooM 3, I'm getting interested in mapping again and I'll be getting back to Vilecore II pretty soon. I also think map04 would be a neat Doom 3 map now that you mention it. I could set it on a distant moon and go nuts. :D

Aliotroph?
August 8th, 2004, 10:54 AM
We couldn't find that switch in map03. :p

I figured out how they get those glowing light texture jobbies. They put these little scripts in some DED files that tell how to decorate all the light textures. You can do it for any texture and have up to 16 custom lights on a texture. There also seems to be a way to do custom lights and particles for all the sprites if need be.

The stuff works like a simplified scripting language. Just a pile of definitions of where things should go and their colours/brightness, etc. Here's an example:

Decoration {
Texture = "COMPSTA2";
Light {
Color { .1 .5 .1 };
Offset { 26 23 };
Radius = .3;
Halo radius = .07;
Levels { 230 220 };
};
Light {
Color { .1 .5 .1 };
Offset { 105 13 };
Radius = .11;
Halo radius = .04;
Levels { 230 220 };
};
Light {
Color { .15 .4 .15 };
Offset { 107 35 };
Radius = .15;
Halo radius = .04;
Levels { 230 220 };
};
}


How many light textures have you got in Vilecore II anyway? It could seriously be worth the effort to have a couple of us go through and make some custom files to have all kinds of shiny lights. :D

Doom_Dude
August 8th, 2004, 11:58 AM
The switch is easy... just do the perimeter hallway walk and theres a little room with some comp panels and the switch is right there. :p

I dunno the count on light textures.... a few. lol

Aliotroph?
August 8th, 2004, 12:30 PM
LOL I'm guessing a few dozen. Hehehe. However, some of them can use duplicate lights (this is already common in JDoom). Some of them, like the ones you use to make light strips can't really have lights on them anyway since it would lag the game to no end and look a bit weird.

Doom_Dude
August 8th, 2004, 04:07 PM
I can't have weird lights. ;)

Ok I'm going in. Cover me Alio!

*dives into Doom Builder bunker and secret editing facility*

doomdiz
August 8th, 2004, 05:43 PM
hm, I havnt made a Doom level in months....I ought to fire one up..
*jumps into DB and starts pounding sectors into shape with 20lb sledge* *crazy*

Doom_Dude
August 8th, 2004, 07:55 PM
I use a sledge hammer too. It helps to get some crates in these tiny rooms.... :p

Aliotroph?
August 8th, 2004, 10:36 PM
*gets out welding torch and starts hooking up some 3D floors*

doomdiz
August 8th, 2004, 11:04 PM
*rivits a couple of partical fountains in place*

Aliotroph?
August 9th, 2004, 09:04 PM
Since when did DooM have particle fountains? :p

doomdiz
August 9th, 2004, 09:25 PM
since man discovered how to make ZDoom out of sticks and flint....

Aliotroph?
August 9th, 2004, 09:47 PM
I see. I still haven't discovered how to make ZDoom run.

doomdiz
August 10th, 2004, 12:47 AM
ZDoom is the ONLY port i can get to run.... :(

Aliotroph?
August 10th, 2004, 05:27 PM
Funny how that's different for different people. I couldn't get it to work at all but all the other ports work pretty decently.

SavageMessiah
August 12th, 2004, 05:29 PM
LOL Vilecore Coop ROFL. God that can be pretty hilarious. My friend and I aren't ones for dming each other, so we like to play coop. That means Doom or Serious Sam (Helllooooo Babylon!). We ended up fighting over ammo a lot in Vile until we turned on coop item respawn. That helped. We ended up cheating a few times using a trick we learned in serious. One of us bumps up against a ledge and the other hops onto their head and goes over :). Instant staircase!

Aliotroph?
August 13th, 2004, 12:03 AM
LOL Yeah, we're always negotiating ammo and medkits over the phone. We die a LOT.

How do you manage to jump on a guy's head in DooM?

doomdiz
August 13th, 2004, 01:31 PM
most source ports make it so things are not solid all the way up.....sometimes i can walk on top of a sea of imps like some kind of glorious Doom god.... :)

Aliotroph?
August 13th, 2004, 08:41 PM
I know you can be on top of them. I just don't get how you got your guy up there in the first place. He can't jump that high.

doomdiz
August 13th, 2004, 09:51 PM
maybe there were some other objects nearby.....

Aliotroph?
August 14th, 2004, 12:18 PM
Hehehe, must have been.