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inkoalawetrust

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About inkoalawetrust

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  1. NEW SEMI-MAJOR UPDATE RELEASED: https://drive.google.com/file/d/1vrG7mhn7dsZTuRtARuFK9Dj5dkT6DyjM/view?usp=sharing (Can also be downloaded from the original post.) Version 1.1: Removed unused sprites, textures, and actors. Like the broken and unusable glass I had made for the gas station. Updated some code comments to match the current iteration of the code they are for. Added editor keys to the grey metal barrel prop. Optimized the PNG textures used by the models, not sure how I forgot to do that before releasing the map. Added a new desktop that can appear on the office computers. Slightly raised one of the buildings behind the supermarket. Removed unused defined camera textures, originally the supermarket camera system would just be one monitor for each camera, but that was WAY too inefficient for performance, so I had to make the scripted fullscreen switchable camera instead. Fixed the trash can lid so it appears again when the trash can is destroyed. Added credits to Cherno for the SimSun shader my models use, I forgot to add credit because the shader was a completely last minute addition. On the subject of the shader, the computer monitors no longer use it, so they appear brighter again. Added FreeDoom door textures on the front doors of the AGM office. And added FreeDoom door sounds on the whole office area. Added siren sounds to the police cars around the map. Made a wall that could be climbed to get out of bounds impassable by players. Urban prop pack released: Besides this update and cleanup to the map. I have also decided to release the urban props I've made as a standalone pack that can be used for your maps. Besides the assets I've entirely made myself, it also includes the props whose sprites are originally from Realm667 such as the trashcans, but which I've made a lot of changes to, like new code and sprites for them. I've also added some comments explaining how to add more graphics that randomly appear on the billboard and PC models. However some things that only make sense and work in the context of the gz_bigcity map have been removed such as: The "I am with stupid" UAC graphic doesn't appear on the billboard, since it's a joke that makes sense only in the context of the map*. The easter egg desktop texture on the PC that is literally my own PCs' desktop has been removed. Since it's a joke specifically tied to me, the easter egg desktop that is a recursive screenshot of the PC model in Blender is still kept though. The train model is only a static prop in the pack. Since the mechanism by which it moves in gz_bigcity is incredibly hardcoded and tied to the map itself. DOWNLOAD LINK:https://drive.google.com/file/d/1Gp2hsd4hph2iC7iAuzs6qoxUzyibqlCK/view?usp=sharing Note: This also obviously doesn't include the very map specific models like the gas station roofs and mountain in the skybox. But all this exposition text is boring, so here are renders of the prop models that I made for the map: All the (relatively) small model props: (Full resolution render) The billboard model: (Full resolution render) The train model: (Full resolution render) *The UAC office building is just a bit further down the street from the AGM building.
  2. The Voxel Vehicles pack is packaged separately because I want to avoid any conflicts or duplication issues with any other map or mod loaded along gz_bigcity, that may also use the pack. But it wouldn't be too hard to merge it with the main map PK3. ObAddon_Textures.wad though is just included separately because there is somehow no Doom tool to extract only the textures a certain map(set) uses. SLADE has maintenance options that include removing unused flats and textures, but those only work for WADs. Except they don't since when I put all the ObAddon textures on the maps' WAD file under TX_ markers, those maintenance options still did nothing. The only other method I have to only included the textures needed for the map, besides doing it all manually and taking forever. Is that I apparently can use MTrop's Doom tools for that, specifically WTexScan and WTexport, but when I ran the former it didn't work due to the regional format of my PC. So I'll have to wait until that is fixed to try again. If I can get it to work, then I'll merge all the textures to the map instead of having to include the whole resource WAD.
  3. You could always duke it out with the inanimate objects on the map :p More seriously, you could just spawn in monsters to fight through the console, or place monsters and items on the map through a level editor like UDB. Most of the problems I could list off the top of my head had more to do with Zandronum's lack of ZScript rather than lack of mapping features.
  4. Not really doable without hugely downgrading the map, since it uses so many GZDoom features. Just off the top of my head: The map uses a static portal for the parking lot under the AGM office, which in Zandronum would have to be replaced with a crappy teleport transition to the part of the map where the interior is located. Which also means that monsters wouldn't be able to get in or out at all. Nor would you be able to hear sounds that should be hearable outside the lot. Such as the train crossing. On the subject of the train, it uses ZScript for its custom physics, that allows it to damage things in front of it while also pushing them forward, WITHOUT being forced to slow down. Which to do in Zandronum would probably require several hundred lines of hacky ACS code, which I don't know how to write. That or the train would just have to use normal physics, and stop when it hits something on its' path, until it eventually kills or destroys it. The map also uses a modified version of ZDoom's sky camera, made by drPyspy and modified and made customizable by me, since nobody will ever natively implement a 3D sky camera similar to the one in Source. This modified camera can actually move around the 3D skybox relative to the players' movement. And is the reason gz_bigcity's skybox is so seamless that you don't even know where the map ends and the skybox starts, unless you look REALLY close, or cheat and start flying around. In Zandronum the modified sky camera would have to be replaced with an ACS solution instead. Which IS apparently possible to do, but would likely also be very hacky. And once again, I don't know how I would write that either lol. The thousands of trees in the forest are made lightweight enough to not turn the map in a slideshow by me simply changing their statnum to STAT_INFO, so that they do not "think" at all. This is an optimization that I know for a matter of fact is not doable in ACS at all. And just using the NoInteraction flag does not actually reduce the overhead of an actor either. So in Zandronum the forest would need to be entirely ditched and replaced with bad cardboard cutouts of trees. While in the current version of the map, the only tree line cutouts are only very far away in the skybox. Where you can barely distinguish them from the thousands of individual trees closer to the map.
  5. Does it crash the moment you select the Sandbox episode ? If yes then I'm not sure if that's a bug with the map, since the skill selection is supposed to come up after you select an episode. If it crashes after you select a skill and the map starts to load, then do you get some kind of crash log or error message that you could send me ? And what's your hardware ? I suspect this may be because the map takes about a second or two to load even on my i5-11500 for some reason.
  6. Hey everyone, I'm sure you all know me as the guy who has released such classics such as the map I made when I had no idea how void walls or doors are made. Well I've gotten much better at mapping since then. And have made 15-30 maps since then and now, most of them are mostly finished but unpublished, I may publish some more of them eventually. But this thread isn't about those unreleased maps. What is this map about ?: This map is meant to simply be an urban city sandbox for people to mess around and test things in. It does not have any gameplay of it's own, or hordes of demons for you to shoot, or items to pick up. Unless you spawn them in through the console or place them into the map with a map editor of course. The map can be useful for doing things such as testing out your mods and projects in a proper game environment, that is closer to what the mod will be getting used on than a bunch of STARTAN2 boxes and rectangles are. In fact this map was originally just made to showcase and test my mods in a more visually interesting and complex environment than said boxes. Or you can use it as a sandbox to screw in much like the GMod map it's named after. Features: Now you may be asking yourself. "Well that's nice and all. But is there anything else to see or do on this map besides testing mods or fucking around ?". Well I'm glad you asked, me. You can also just explore and look around the map ! Here's a list of some of the maps' features: Looks nice and is fairly detailed. Has background ambience in place of music. Except for some of the interiors. Multiple player starts to play with you and the boys. (No idea if they work though, but I don't see why they wouldn't.) Is very large and open ended, with plenty of space, especially in the city square. Has cool scrolling clouds above the map. That move in a random angle and speed on every map startup. Very detailed and seamless 3D skybox, that is about as close to a Source engine 3D skybox as you can get in (GZ)Doom. Several 3D models all entirely made by me for the map. Some of them even display random things, on them, namely the billboards and office PCs. A cool moving 3D train, that randomly runs across the map and can run you over. A scripted camera system that you can enter and look across multiple cameras through, it can be found in the supermarket. Custom F1 help screen in case you need info or help. Several of the props found around the map can be broken and destroyed. 5 interiors: The gas station, AGM office, underground parking lot, warehouse, and supermarket. I may add more interiors in updates. Easter eggs, some just appear on the map, others you have to do something to get. Really good performance Screenshots: How to play: To play, you just need to extract all three archives to a folder, then run gz_bigcity.pk3 in GZDoom, and the other two resource archives should be automatically loaded as long as they are in the same directory. Once you are in the main menu, just pick the "Sandbox" episode on the episode select screen. And that should be it. Map information and requirements: Source port: If it wasn't obvious already, this map will only work in GZDoom, and maybe LZDoom too, but I haven't tested it on LZDoom at all. Map format: GZDoom UDMF IWAD: Doom 2 Maps: OPENCITY is the only map included. So no vanilla Doom 2 maps are replaced. There are no requirements for freelook, jumping, or crouching, since this is a sandbox map. But all of those are of course allowed, and I used them a lot when working on the map as well. And do so when playing in it. The map will ONLY run on the OpenGL or Vulkan hardware renderers, I tried running it with software once, and GZDoom just crashed. The map will also probably run a bit slow on weak PCs due to how big and open ended it is. V DOWNLOAD LINK V https://drive.google.com/file/d/1vrG7mhn7dsZTuRtARuFK9Dj5dkT6DyjM/view?usp=sharing V DOWNLOAD LINK (SEPERATE PACK OF THE MAPS' PROPS) V https://drive.google.com/file/d/1Gp2hsd4hph2iC7iAuzs6qoxUzyibqlCK/view?usp=sharing Changelog: Version 1.1: Removed unused sprites, textures, and actors. Like the broken and unusable glass I had made for the gas station. Updated some code comments to match the current iteration of the code they are for. Added editor keys to the grey metal barrel prop. Optimized the PNG textures used by the models, not sure how I forgot to do that before releasing the map. Added a new desktop that can appear on the office computers. Slightly raised one of the buildings behind the supermarket. Removed unused defined camera textures, originally the supermarket camera system would just be one monitor for each camera, but that was WAY too inefficient for performance, so I had to make the scripted fullscreen switchable camera instead. Fixed the trash can lid so it appears again when the trash can is destroyed. Added credits to Cherno for the SimSun shader my models use, I forgot to add credit because the shader was a completely last minute addition. On the subject of the shader, the computer monitors no longer use it, so they appear brighter again. Added FreeDoom door textures on the front doors of the AGM office. And added FreeDoom door sounds on the whole office area. Added siren sounds to the police cars around the map. Made a wall that could be climbed to get out of bounds impassable by players. Version 1.01: Renamed the voxel model for the desert tank in the Voxel Vehicles PK3 from STANA0 to STANAO0-LOL, to stop sprite conflicts with Project Brutality's first person leg sprites. So no more tank legs. Renamed the trash can sprites from TRAC to GARB, and the wood splinter sprites from WSPL to SPLI, both to prevent more sprite conflicts with Project Brutality.
  7. inkoalawetrust

    Scrap it or push through

    Everything I make in my maps is something that I initially feel is bad and not what I envisioned at all. So I keep it because otherwise I just wouldn't be making maps at all. And even when it comes to maps, I've almost never just abandoned a map that hasn't been at least finished, if not playtested*. I've made about 20-30 maps so far, and out of them I've only abandoned about 3-4 of them mid development. *And I definitely have a lot of maps that are finished, but that I just haven't playtested from start to finish.
  8. inkoalawetrust

    An example of an hill

    To make naturalistic sloped hills in UDMF, you need to draw a bunch of triangular sectors together. Which in GZDB/UDB's visual mode will make upside down pyramids appear over each vertex of the triangular sectors, like so: Then you can just select and move those handles up and down like you would with any sector. If you see any holes like this one, check the shape of the sector where the hole is, to see if it's actually triangular. And if you can't see any slope handles, press ALT+V, it toggles whether or not the vertex slope handles will render in visual mode. And here is an example map with the slopes hill from the above screenshots.
  9. inkoalawetrust

    GZDoom Builder Bugs

    Well it's not hard to figure out that the error message titles are not serious, almost all of them read like very obvious jokes like "You picked up the Random Exception." or "This function is only available in the retail version of GZDoom Builder". Besides, even if GZDB did ever actually delete all the files in system in any circumstance. Then you wouldn't be using it because nobody would've recommended it to you or anyone else in the first place.
  10. inkoalawetrust

    Share Your Sprites!

    How come all of the character and weapon sprites are of Imperial troops and weapons. But there's also a CIS droid included ? Unless they are ones repurposed by the Empire I suppose. Seconding LightiningStorm here, the side walking animation looks too awkward. Not to mention that the head of the walker doesn't move at all.
  11. inkoalawetrust

    Making "3D" Polyobject Doors in GZDoom

    You don't need to use Polyobj_ExplicitLine to make a polyobject like this, it's as simple as simply using a raised floor sector instead of a void space for the polyobject. I attached a basic example map of such a door below. Also, you could use 3D middle textures to make a polyobject too, though the caveat is that you can't use the Block Hitscans flag on the polyobject lines, without having the lines block hitscans infinitely high, unlike projectiles and other actors, which are blocked as high up as the middle texture extends. The advantage they have over raised floor polyobjects though, is that they can be transparent, so you could make something like a shop entrance door with them. simple3dpobjexample.zip
  12. inkoalawetrust

    k8vavoom: no good thing ever dies! (2021, Dec 31 build)

    That shouldn't be much of an issue, to this day UDB does not cast GZDoom's crappy shadowmaps in visual mode, which is a bigger differennce between visual mode and in-game, than there would be with UDB not displaying K8Vavoom's slightly different from GZDoom, lights.
  13. Perhaps you could use ZMovement, which also changes the players' movement, and is fairly customizable.
  14. inkoalawetrust

    GZDoom Builder Bug/Glitch?

    Also if your PC is too old for Ultimate Doom Builder, you can still use GZDoom Builder-Bugfix which is way more up to date and fixes a bunch of bugs (Obviously), like making models in visual mode less crashy, https://devbuilds.drdteam.org/gzdbbf/
  15. 1500 sprites ? I can't even begin to imagine the file size. Especially if they aren't paletted/indexed PNGs.
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