BilboHicks

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About BilboHicks

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  1. Hey Cacodem345. I'm the dev, yeah no problem with porting the add-on and bonus packs, thanks for doing that. Virtually everything in there was from realm667 and other zdoom wads. As far as compiling the source code, glad you got it to work. I'm no longer working on the mod, but there was a Russian guy who was supposedly going to port it to zandronum/latest gzdoom, but never took off. I would say the first/biggest thing I would do with the code, is to either implement the newer MAPINFO format, or not implement it at all, since newer wads that have the newer MAPINFO format need to have the lump removed to have them work with scoredoom. There is a lot more that can be achieved I believe in modern zdoom/gzdoom without changing source code, so moving changes into zscript/decorate/acs would be what I would focus on. Some of the changes in the mod would still need to remain in source-code to support all features. Scoredoom supports competitive co-op too as gzscoredoom or scoredoomst. Virtually all changes in the source code from gzdoom (or skulltag) have "GHK" as comments nearby. I check the forums on scoredoom.com occasionally and will reply there. The forums got accidentally wiped recently when I was clearing out spam :P
  2. Mercenaries 2 is a lot of fun, and supports co-op. EA shut down their servers for co-op, but thankfully someone built (hacked) a server emulator for it: http://www.gamefaqs.com/boards/938444-mercenaries-2-world-in-flames/68456403 PC version only. For the xbox 360 version, you could download a free demo version of command & conquer, load that up to connect to the ea servers, then load merc 2 to play co-op. Someone just came out with a Postal 2 co-op mod, and I never played the Postal series, which has 'bad' taste, but that looks like it would be fun to play co-op with for a few hours.
  3. Thanks man. Its all done, you can easily run, configure and manage your own UAC DayZ server/hive for single player/localhost, LAN or dedicated internet. I have my server running on gameservers.com till July 20th if you want to check it out.
  4. Very fun map. Played a few minutes. Will play some more when I finish the main campaign.
  5. Very Good! Very fun solo/coop map, and I've tried a few of the popular featured maps. I just noticed the scoreboard as well with hi score tables. Not sure if this is something you added, or it is a standard feature of snapmap. I also like that you give health like the main campaign for glory kills. the only having one weapon at a time was a design decision? I see that the ammo pickups are generic for all weapons? Presumably the enemies will get tougher with the choice of weapon being better as you go? In the main Doom campaign I only just finished Argent Tower, so my first time facing a pinky or caco :P
  6. This is a promo trailer I just made for a mod for DayZ Mod I have basically finished working on, on and off for the last 2-3 years. Its similar to ScoreDoom for Doom, where I built something I wanted to play myself that didnt really change core mechanics or feel of the underlying game, but adds to it. Hi scores in-game and overall stats viewable on the web as well, single player supported too. More info, hi score tables & download , as well as how to connect to server I still have up running here: http://uacdayz.scoredoom.com (server files download available soon). I shamelessly tie in Doom, STALKER series and DayZ universes into the mod. As with scoredoom, many features are built from community content, some of it built on other released content, so all credit goes to their work.
  7. Hmmn, perhaps many people in the Doom community, like me, possibly due to playing many video games over the years, and seeing how the industry has gone, may be a little jaded. Admittedly I dont really play games anymore that much, besides a dayz mod Im working on, but there are some aspects of this doom 4 release that, when compared to its heritage, seem to fall short. For me, its lack of co-op support for campaign. If it is true that there will be no mod support for the game, that means no cool mods like LMS for Doom3 that actually did add co-op support. The Halo-esque look and feel & snapmap is obviously be due to the 'consolization' of the game in order to sell more units to console crowd. This happened to the Crysis series. This may be due to my jadedness, but nothing about the preview videos looks very exciting to me, sort of generic. If the gameplay truly is like original doom, which seems to be the designers goal, that is cool. If it gets good reviews, including from people on this forum, I may consider checking it out in the future once the price drops. I suppose any game taking the Doom name, which was such an iconic game that definied a genre, that will no doubt create VERY HIGH expectations.
  8. When I read that it does not support campaign co-op, especially since the mechanics are not complicated, I was very disappointed, so this will almost definitely be a no purchase for me. Not unless it is truly an amazing experience, then more likely that a mod like Doom 3 LMS will come out to support co-op, so will get it on the cheap in a year or 2.
  9. Hi, ScoreDoom can/will do this http://www.scoredoom.com You may need to play with the sdcustom.ini file to tweak it to your liking.
  10. Scoredoom has a few parts. It primarily adds an arcade style scoring system, where you can store your own local hi scores per wad and per level (within the wad), or you can use global hi scores where you compete against other players to have your score posted on the scoredoom.com online hi score tables. It also supports competitive co-op with this scoring system where you compete to be the highest scorer against other players. gzscoredoom.exe is built from an older version of gzdoom, so networking setup is primitive and is best for a tight group of 2-4 players over LAN or fast internet, (and some newer wads will need to have their MAPINFOs removed ;-) The other part of Scoredoom is the add-on pack and bonus pack which adds something like 300-400 new doom-like enemies (provided by doom community) which partially replace regular doom enemies, as well as Boss-Rush chains for certain boss-levels and powerups. How the content from the packs are used in Scoredoom can be configured in an extra ini file to tweak/change to your liking. Finally there is ScoreDoomST which was built from Carnevil's initial Skulltag source code release. This is more for proper client server multiplayer. There are some glitches with this, but the FAQ covers what you should avoid. If its just a couple or more players over the LAN/internet, I would recommend regular ScoreDoom coop. There was a russian modder who is supposed to port scoredoomst to Zandronum 2.x codebase, but not sure if that will happen. http://www.scoredoom.com/ Gameplay Concept section goes into detail about the scoring system, and the FAQ section has updated FAQs
  11. Thanks, was not even aware of this. This is probably something that got fixed in newer versions of gzdoom. It used to work on Windows XP, but compatibility mode did not help on Windows 7. If and when I get some time I can poke around and see what is happening.
  12. Not an update to scoredoom per se, but wanted to mention that another project got finished on http://scoredoom.com that adds a similar concept to DayZ that scoredoom added to Doom (or gzdoom/skulltag). ScoreDoom DayZ (UACDayz) has a server up, Hi score tables and a bunch of other cool stuff that adds to the fun of DayZ, but not changing the core gameplay itself.
  13. So, have a final 'jubilee' Bonus Pack update to ScoreDoom. Some more new enemies, tech barrels (for extra mayhem), Boss Rushes updated, and have (imo) improved custom enemy distributions in the bonus pack ini file to make the feel even more 'Doom-like' without sacrificing variety. There is also a 'combined' ini file that throws everything at you in the add-on pack and bonus pack. http://scoredoom.com/blog/2014/10/30/scoredoom-7-year-anniversary-bonus-pack-release/
  14. Thanks, but I dont have my dev environment with me anymore. I would try running in software rendering instead of opengl and see if that works. If so, then turn on opengl with minimal setting and see if that works, etc.. Basically turn to minimal settings, including not having gldefs loaded or add on packs, and PM me to let me know how you get on. Oh yeah, and running it in XP compatibility mode might be worth a try. Also try re downloading the package and reinstalling it afresh. This is a very odd bug :)
  15. Yeah, I downloaded from there too for testing with a fresh install, and rocket launcher works fine for me with no add on or bonus pack and with them. Odd. I take it that you installed into a fresh new directory? Odd.