[no] Crouch/Move Down

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Shinjanji
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[no] Crouch/Move Down

Post by Shinjanji »

Could it be implemented to have the crouch key move the player down when you're flying or in water? I know you didn't want to mess wtih crouching any more, but I feel that this would at least keep the behavior consistent with other games (and basically be an inversion of the jump key as well :P)
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Graf Zahl
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Re: Crouch/Move Down

Post by Graf Zahl »

Shinjanji wrote: I know you didn't want to mess wtih crouching any more,

You got that one right. Sorry but I really don't want to mess with the crouching code any more. It's an abandoned feature that won't see any further development.
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Post by Shinjanji »

Very well then... Oh well, never hurts to ask, I suppose.
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Post by Lexus Alyus »

If its a messy feature, then why did you add it in the first place? I never think of crouching in Doom, so it never bothers me that its use is not there usually... now its there I still don't use it...
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Post by Graf Zahl »

I added it because Enjay asked me. If I had known how messy it would become I wouldn't have done so. Now that the basic feature is in I don't see any reason to remove it though.
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Post by Enjay »

My fault :oops: but I am very grateful to Graf for adding it.

If it's not something you would ever consider using, then it going to be an irrelevance. However, I find it a great addition and it allows all sorts of things from making crawling through ducting more believable to creating battles where ducking behind cover is an intended part of the gameplay.

I realise it has perhaps been more of a pain than was anticipated but the way it functions now is absolutely fine for my needs and I know other people count it as a valuable feature too.
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Post by solarsnowfall »

Enjay wrote:I find it a great addition...
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Post by Tormentor667 »

Enjay wrote:If it's not something you would ever consider using, then it going to be an irrelevance. However, I find it a great addition and it allows all sorts of things from making crawling through ducting more believable to creating battles where ducking behind cover is an intended part of the gameplay.
This sounds like another Marine Assault is happening soon ;)
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Post by Graf Zahl »

Hasn't it already happened? (albeit not being 'officially' released...)
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Post by Paul »

I think he meant the 3rd instalment :) Looking forward I am.
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Post by Enjay »

I'm pretty sure Graf is referring to "Overlord" which I still haven't done anything about making a more public release of, despite the fact my Christmas holidays are slowly evaporating in front of me.

The problem is, I've made quite a few changes to my own private version of the map but it's part of a much bigger private project and the conversion process for the resources - extracting and renaming sprites, compiling a WAD with the right textures etc - is actually quite a lengthy process (I think it took longer than the map originally took to make last time) so it's something I'm finding really hard to get the motivation for. Some of it should be easier this time, but there is also additional stuff - like dynamic light definitions, new textures etc etc. There would be little point in putting out the older version but the new version will involve me spending a few days with it. Looking ahead, I simply don't have a free block of time that will be long enough in the immediate future. It will get done though.

There is nothing else in the pipeline ATM.
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Post by Enjay »

OK, you've made me feel guilty. I've made a start on the conversion. If I get a couple of clear days, it will be done. Unfortunately, I'm committed to various family visits and get-togethers for the New-year over the next few days and then I'm back at work on Thursday, but I'll try and squeeze it in.
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Post by TheDarkArchon »

Thursday? Sucks to be you. I'm not back until a week on Tuesday :P
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Post by Enjay »

TheDarkArchon wrote:Thursday? Sucks to be you. I'm not back until a week on Tuesday :P
How'd you manage that? When did your school break up? :glare:



Anyway, I worked into the early hours last night (this morning), and most of today as well and I think I've got Overlord to a releasable state. I hope so anyway, I just uploaded it. It's amazing how long doing little more than transferring resources and updating control lumps takes. And I've just realised I've uploaded a version with my working, rather than the final version of a weapon sprite (the hands look shitty). Oh well.

As of about 10 minutes ago, the file should have landed in /incoming. Assuming I haven't borked it up somehow, and Ty gives it a clean bill of health, it should arrive in /newstuff in the next couple of days. Look out for a file called njol.zip

What's different about this version?

Well, quite a few things. This version is definitely GZdoom specific. I've tried to take advantage of quite a few GZDoom features.

I only made absolutely minimal use of 3D floors. The obvious and logical place to use them would be to create more room in the towers, but I simply couldn't be bothered trying to get my head round a fairly complex building on 3 floors all above each other, with items spawning in at different heights, so I left 3D floors to a few minor, mainly cosmetic, touches elsewhere.

I think all items (where appropriate) have dynamic lights defined for them.

I have used my Marine assault custom palette, but because GZdoom supports paletted pngs, I was able to put some of the Doom pickups back in their original dark blue (armour and bottles). I've also used paletted title and intermission screens.

I've used a GZdoom-style skybox.

The Alt-HUD has been configured very slightly differently.

There are a couple of newly defined or refined DECORATE items and a DECORATE weapon.

There are also a few additional non-GZdoom things.

I added the Incanese propaganda posters from my TC. Originally these bore faux Spanish/Latin/Hutese slogans decrying the BGPA. Now they decry the UAC.

The level itself hasn't changed too much. One of the tunnels under the cliff/mountain has been extended slightly and the final bunker area is significantly longer. I personally think that section gets a bit old and repetitive, but it's what my friend requested because he just loves going from room to room, tossing in grenades and gunning down surviving Incas. So, it may be to some people's tastes (my friend has a save game at the start of that section and he plays it over and over) but, be warned, it's a bit Wolfenstein 3D in style.

I've tried to balance the ammo, but I find it very hard on this level. Just the slightest change seems to leave me with far too much or far too little. Health, rather than ammo is at a premium. This is partly to reflect the more cautious style of play required for this level.

And finally, a few people mentioned that an awful lot of Marines were killed rescuing a handful of prisoners, so I increased the number of prisoners and the opening script tells you that they are senior officers. Quite how a whole bunch of senior UAC officers ended up in an Incanese prison, I have no idea. :dunno:

Well, there we go. Is this the first level released that actually requires GZdoom - ie won't run properly on anything else?
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Post by Enjay »

It seems Ty is on the ball tonight (or whatever time it is with him). It's already in /newstuff. Grab it from this server or your favourite other mirror:

Text
ftp://ftp.fu-berlin.de/pc/msdos/games/i ... f/njol.txt

Oh looky, I used the wrong WAD file name in the text. That's what I get for trying to rush. :oops:


File (about 5.3MB)
ftp://ftp.fu-berlin.de/pc/msdos/games/i ... f/njol.zip
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