DoomZ › Forums › Developers › Current mid-alpha changelog/ to do list
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Superpomme.
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May 28, 2016 at 1:51 am #120
Superpomme
KeymasterI will keep this updated by editing the original post. Please mention your changes here, as well as any bug suggestions (I will monitor this post and the one in gameplay, but this will be the more updated one)
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May 28, 2016 at 1:51 am #121
Superpomme
KeymasterDOOMZ CHANGELOG TXT
This is the text file version of the last update, showing changelog and to do. I will keep two posts below, for to do, and for done-
This reply was modified 4 years, 7 months ago by
Superpomme.
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This reply was modified 4 years, 7 months ago by
Superpomme.
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This reply was modified 4 years, 7 months ago by
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May 30, 2016 at 8:25 am #198
Superpomme
KeymasterMapping: *********************************************************************************************************************
have more inside bits
6:5
With the new randomised generation this will allow for better indoor house generation.create and use md2 roof
8:6
set for the randomly generated stuffCreate a larger variety of prefabs. Maybe look at md2s for the trunks so that there can be more detail on them? Populate the world with them.
6:6
Maybe make it so that you can spawn less trees in for lesser pcsAdd some fences and a river to break up the field a little. Maybe even a waterfall
3:3
hedges and pylons tooStart using grass and plants in areas
2:2
might affect cpuRetest and remake the gun range. use it to get the guns up and working.
5:6
This actually needs to be done. I have noticed that a load of them are incorrectsnow
6:20
puke 833 makes some snow, with lowered friction etc. should also change the coloursCreate a mini version of all 3 areas and have that be the outside section for the skybox.
7:5
Remember to set the lighting correctly for the mini houses, as they currently glow in the darkmaybe get rid of the jail and replace with new new town
?:?
This area is now designated for a randomly generating area, however this will take some work
jail removedGraphics: *********************************************************************************************************************
rounder clouds so that the spinning is less obvious when turning.
2:3use decals for wood across doors etc
5:5bullrushes in lake
2:3Change the zombie attack animation to be the actual animation
5:7
maybe even a delay before they hit you?The ui elements need drawing better (obviously, or would it lose some of its charm?)
5:5
we could do with some better artwork for the you’re dead screen etc.
leave this until sbarinfo testing, and new inventory completestart separating the guns sprites into separate sections?
8:5make different graphics and script for day 1 2 3 zombies. walking, shuffling, crawling with half a body
6:4get rid of some of the larger images – do they all need to be there still?
5:4have cancel on car use have different menu background
3:5
would make it less confusingcow ai
3:2
currently the cows just run away from you and keep running, mashing against the wall. It would be good to have them amble around, but run when you get too near to them, or when there are gunshots
test with zombiecloneflee – just swap the sprites and then set it to move backwards. Might not work when they attack you. could swap the attack to be the correct way round. it needs to only do this when you are nearby tho
The cows need to give up running when you lose sight from them. Maybe you can take a look at the rats for how to do thisyou can bleed to death by drowning
6:5shivering when cold
2:3
thrustthing vertical when cold – got this working – cold needs to workScripting: *********************************************************************************************************************
birds that fly around and land occasionally
7:4
got it working but need to make some spritessnowfriction and sound when going through snow. slippy ice
6:3
Make sure it turns back afterwards. Make the ice slippy, and the snow slower. Use the terrain def to add crunching sound to walking toobutton to auto bandage
6:5
This would be useful as it can be fiddly. you’ll have to remaplow detail mode
5:6?
turns off reflection. possibly uses bigger leaves but less. turns off grass. gets rid of snow and just uses colour. changes water so you can walk in it. that could be an option in game, or in a pre mapuse A_ChangeVelocity for snow
4:5
This would make it fall randomly – hopefullyfix the menu inventory so that it can jettison items when it goes over storage.
8:9
long overdue. This may need to be completely rewritten? Make it delete the items spawned from a locker at night
3:2
Do we even want it to delete these? Test to see what tid it creates. Can this be set from within the spawnitem in decorate. If we do, then
it it is the last value of this that needs to change: A_SpawnItemEx (string type [, float xoffset [, float yoffset [, float zoffset [, float xvelocity [, float yvelocity [, float zvelocity [, float angle [, int flags [, int chance [, int tid ]]]]]]]]])
I would do it now, but I can’t test it properly at the moment, so I’ll leave that for later.
The problem with this is is if you are raiding at night, and you open a locker and the stuff dissapears before you can actually pick it up. What do you think?Sound: *********************************************************************************************************************
Make sure that all of the weapons and items have a sound
7:4
unsure what level of this we already have. Needs review and then sounds adding.add noises to all the actions (drinking etc)
5:5
mainly done now, but needs finishingignition noise.
2:3full throttle theme,monkey island theme
3:5Accelleration noise?
2:2New features:
animal breeding
5:3
it would need to check proximity to another cow etc. You could herd them into a pen or a barn etc/
cow and chickens. breed if they go near other ones?growing crops
4:3
can then be used to harvest thisAdd readable books
7:1auto generated system using a grid that drops tids in there and possibly changes the floor too etc.
7:5placeable buildings
8:4
see if you can do it like rust with a snappable grid. You can then spawn in blocking walls rather than have the walls be solid if neededmultiple cars
8:3
could even have different types of car.hil car menu background change
phil-limit how far you can scroll down on menusphil – when in car set the music to the one playing
play radio in car – have set this to only play for me
done for just the one player, but add this to the script to set it playing for anyone in the carphil weather with random chance to change or stay the same each hour. weighted so it is rarely stormy. stormy triggers lightening
possibly set a gl flickerlight in the cloud sector too
possibly change cloud colour with changestate
for light clouds do this and shrink the clouds and add transparencyphil inventory
phil time alive includes the start time. possibly doesn’t work after this too
————————————-sounds———
add inventory pickup sounds for bottles etc
inventory.pickupsound “weapons/pernach/clipin”car engine running after car explodes.
stop the sound quicker from the car after explosion
————————————mention the glass shattering script. have a whole file for them
————————————-graphics———
have poster decals on walls.purple pimp chairs. proper door textures inside the car etc
————————————-script———
use for hitting stuff with the car. have it for the car, or an invisible thing in front of the car. have it flip the tid and deal damage, or just make an explosionuse with the “car is travelling x speed”trees in old town
use some dailytrees here. Start doing a proper mix of the two. especially place in notable areassort doomids for weapons and ammo
done add the new building textures into the pk3 once you work out which ones you are using
Done have painting decals on wallsweapon damage ak
fix the obituary things
lower size night textures
zombie attack animation
different image behind using the car – steering wheel or something
test that trees still work now that you changed the tag for treestump
check that car works now that I removed the see
cant double input keys
on eating, can this all be cut down to SCAN ABCDE 7 etc. Give it a test
ability to plant trees
put some dailytrees around
fix weapon numbers
set proper obituaries for the guns
why Foof in eatfoo? check to see exactly what it plays. Im guessing this should be replaced
give the rat eater etc to player on load. same with the arm eater or arm weapon
dead rat scale is set wrong + is squished. maybe use upturned normal sprite
new textures for bookcase, bed, bedside cabinet, toilet etc
only set it to attract meat when thrown – throw, then use tid to change decoratecmd
i think the longhorn is a bullet at a time
This can only be fixed when the new inventory comes in, as it would just take one bullet per clip otherwisecheck out the shotgun casing. you probably want to do it as the weapon fires
/graphics/building. There are some overly large textures there. 1 meg texutes etc,. these need lowering
include the new images in the building place. separate by sitebookcase
bath
couchremove unused 3d models
use chance of bleed in decorate to set use its bleed thing rather than acs – currently being sick can make you bleed – does this trigger the same thing tho?
test this after the giving actor items
make the petrol pumps trigger stuffset a floor height and scale stuff to it
actually scale the textures to a 1:1 scale so that you dont have to keep changing this constantlyraining noise
storm noise
I think I had a noise for this before? see if you can get this backon pain giveactorinventory. take it out of acs
http://zdoom.org/wiki/Pain
PainChance “Electricity”, 40
chance of bleed, chance of breaking bonesacorn and planter
put back in the car random script
GlobalVar
Prints the specified global variable in acs. – can this show stats directly?
GlobalArray
Prints the value in a global array with the index of the playernumber.the messaging menu has stuff like eating in there. get rid
weather
move tents to army base, or to the field
other garage doors and put in tyres etc
only have windows for places you can go in
hints on or off
1. the grey city building with furniture inside can only be accesed by one of the 2 doors because one of the 2 doors is too small for the character.
test? – make the rats shootable
make the frogs shootablewood boarding to put as decals – can break with an axe?
paint for the car
have each building raise to a set amount. randomise the doors inside, set a decal across the door and deactivate for unused ones. always have a door to the roof. just do it as steps down and then another door
Switch guns from in menu?
3 levels of zombies + sprites – keep the same zombie but set speed and change sprite
add the new readouts as hints – sbarinfo. weapon type etc. be nice if it just came up for a moment tho
scrap metal to repair car?
use actor bleed to trigger bleeding
green and red on pumps
set droppable no on new items
Rob – Options, Display Options, OpenGL options, Texture options, Set precache GL textures to ON.
you should be putting it as a 1 player mp game rather than a single player, so that the car etc carries over
mouselook on
car gets pushed around
use a floating steering wheel rather than the white background
use the random buildings in old town
give each gun a unique ID so that they can be placed into the map
car music broken
fix church windows
fix church decals
different sound for the car hurt and car explosion
dogs attack car when friendly
cut texture size by mapping to 1:1 –
will this make it too low resless regular weather change?
cant get into door
add explanationarm is the lighter one
the snow spawner is still in the air
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This reply was modified 4 years, 7 months ago by
Superpomme.
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This reply was modified 4 years, 7 months ago by
Superpomme.
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This reply was modified 4 years, 7 months ago by
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May 30, 2016 at 8:25 am #199
Superpomme
KeymasterDone
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July 17, 2016 at 12:49 pm #360
Superpomme
KeymasterUgh, ages without any written updates, but tonnes done in the meanwhile.
Spend some time today working on getting different coloured clothes that can be picked up, but ultimately failed, as you can’t seem to change this for actual players – as they are able to change the setting from within gzdoom. This is a real shame, as I really wanted to have different clothes. Will keep working on it to see if this is something that I can do
in another wayAdded in all of the new weapons. Created some temporary sprites that can be used as placeholders for now, but will need updating before this is released with another version
Sounds need adding for all the guns, and the relative accuracy and damage also need fixing. Currently the ammunition all has sprites (for the box versions) and the guns take the correct type, and amount of ammunition etc. The guns with scopes have working scopes.
I would like to resurect the shooting range which can be used for testing and setting these gun values.
Added the doomguy pic in the inventory with the head which changes as he becomes injured. It has an overlay for the weapon sprite, but currently these are not set within acs, as I still need to actually draw these sprites.
Next things that need working on:
-The selection box for the weapons is not wide enough, so its causing missclicks
-right click needs to keep the item itself held as a value until you chose from the menu
-add a box for the description test on the popup menu
-right click dropping and moving needs doing
-make it auto-fire the ‘weapon’ (can eater etc) when you select use from within the rightclick menu. That way you can eat etc and see it doing it in the background without needing to remove and readd the menu.
-maybe a key driven version of the inventory again?Full gun sprites need adding for all of the guns
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July 17, 2016 at 4:07 pm #362
Superpomme
KeymasterThe list of weapons to switch to, and the list of weapon names to show to people are slightly different – phil, please could you take a look and get it to list the other one, but still switch to this one?
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July 17, 2016 at 4:07 pm #363
Superpomme
KeymasterCurrently rightclicking anywhere in the inventory pops up the box – this should only work on an item
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