gemini09 Posted November 23, 2010 Hey folks. I'm working on a mod for GZDoom and have these questions regarding that: I'd like to let skill levels (for example 4 and 5) be something you have to unlock, by completing the "game/ hub" first. Is it possible? I want to include co-op and DM support, and would absolutely love to have an in-game client (in GZDoom) for playing online. Can this be done? 0 Share this post Link to post
Gez Posted November 23, 2010 Yes, it is possible in a roundabout way. You have to use a Quake-style skill selection map (and thus, use the noskillmenu or whatever it's called MAPINFO stuff thingy, RTFW), and make it so that when you exit the final map you are sent back to the skill selection map. Then you use some ACS so that just before leaving the final map, a script is triggered on the skill selection map that opens a passageway. As for your bit about on-line clients, I'm not sure how it relates to the other question, but you'd probably want to use Skulltag since GZDoom's netcode is not client/server. 0 Share this post Link to post
gemini09 Posted November 23, 2010 Okay, thanks. I won't mind a skill-selection map, and it can actually be a cute complement to the whole thing. So it's good new that it's at least possible, if not possible in more ways than just that one... That second answer rings a bell :) Do you know if it's possible to just extract the net-code from ST? And lump in the online-client while we're at it? 0 Share this post Link to post
Graf Zahl Posted November 23, 2010 gemini09 said:...just... Heh... Short answer, no - you can't 'just' do that. An added complication is that Skulltag's netcode is not particularly centralized. It requires a relatively large amount of supporting calls throughout the rest of the code. 0 Share this post Link to post
gemini09 Posted November 23, 2010 Does the long answer involve a solution? :) 0 Share this post Link to post
Graf Zahl Posted November 23, 2010 No, just some very technical explanations why it's not feasible. 0 Share this post Link to post
gemini09 Posted November 23, 2010 What a bummer. I may be forced to look into a separate version that supports Skulltag just for the sake of DM and co-op, but it will undoubtedly be a cumbersome task, in regards to the GZDoom-specific features I've used and would want to preserve in co-op (not to mention the gameplay of GZDoom which I don't think is identical to ST's - for DM purposes, in particular). 0 Share this post Link to post
gemini09 Posted November 24, 2010 Another small question... :) I've built a city-map, where you have several missions to complete. There's a casino, where you kill some dudes, and there's a UAC-base, that tries to replicate the Doom E1 feeling - and plays [once finished] like a long E1 map. What I want to include, is another long map ala the UAC-base, that will be accessed through the movie-theater (inspired by Viewtiful Joe/ The Last Action Hero). My question is: can you - in the same map, teleport to a new destination (Mars), change the status-bar (to the one from Eternal Doom), lose all your weapons and pick-ups, but regain them once you teleport back (to the movie-theater)? And ideally not carry over the weapons and items you picked up on Mars... 0 Share this post Link to post
Graf Zahl Posted November 24, 2010 The item stuff can be handled through ACS. At the beginning of the map you have to check what you got, take it away and once the map finishes, give it all back. The status bar cannot be changed in the game currently. 0 Share this post Link to post
Gez Posted November 24, 2010 For the status bar, you can try it with SBARINFO actually. Use an if/else system to draw different status bar depending on whether or not a token item is in the player's inventory. Then give and take that token item. 0 Share this post Link to post
gemini09 Posted November 24, 2010 Graf Zahl said:The item stuff can be handled through ACS. At the beginning of the map Just to be clear - you mean beginning of "the new teleport destination", right?.. :) This was great news! Thanks. The project was supposed to be finished last year, and this year, but next year it will be much better than it ever was :) I forgot to ask: can you change the player-sprite when teleporting to Mars too? 0 Share this post Link to post