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Switches, bitches.

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Scet

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Huge advancement in game-play, switches! This means I can now add ALL the trigger effects.

OK, not the greatest images ever, but right now I have to walk right into the wall to have it work.





It was somewhat difficult to get the texture to change, the engine isn't really built for that. Plus I'm still not sure how exactly C# references work, I think my code got lost in a sea of "pointers to pointers to pointers etc..." so I just went with the cheap route of finding the segments along the trigger line and changing their texture.

How DooM finds the "alternate" image for switches I'm not sure. I exported all the images and found that all the switch images started with "SW1" for off and "SW2" for on. So what I'm doing now is that when a trigger requiring a switch is made I create a new Switch object for the line, the class constructor then goes through the lines textures and finds one starting with "SW". This seems to be how it's done in the main IWADs(DooM 1, 2, TNT and Plutonia), I just hope authors of custom maps use the same system.

Anyway I'll continue adding in triggers. Plus I want to add thing collision and weapons back in so I can get started with projectiles. Also since I exported all the images, I think I have weapon animation figured out, so expect more awesome gifs.
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I use your ScreenCap program to take 320x200 gif thumbnails and then use a program called unfreez to make the animation.

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Cool.

Just wondering. How close are you to having the entire Doom feature set? Seems like you get one bit working after another, but how many bits are there?

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Well I actually don't have that many effects added, I'm just adding the basic effect classes. Adding a new effect just involves adding another case block to a switch, so it's rather easy, but also very boring. There are still at least four dozen effects to add and two trigger types, stairs and crushers.

Blah I don't fell like explaining everything, it would take forever.

Things that need fixing:
- Wall texturing is still messed for a few walls.
- Moving sectors also move some walls causing huge gaps into space.
- Collision is so simplistic I can still walk through most walls.
- Monsters lack revive and melee combat animations.
- Sound is 2D mono, it should be 3D stereo.

Things to add:
- Depth based lighting
- Thing-Thing collision
- Weapons
- Game states
- Monster AI(I'm sure that'll be fun)
- Music
- Gravity

That's all I can think of for now. To sum things up it's still more of a level viewer than a game.

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Man, it still irks me how much work this must be to work with the archaic old DooM data formats and get everything in 'sync' with the original game. Kudos, my friend. Kudos. [smile]

(If you manage to fully implement online play, you will surely earn yourself a place in the pantheon of code-gods. Surely. [grin])

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Oh yeah I forgot about multi-player, crap...

And yeah making it "just like DooM" is going to be a total pain in the ass. So far I haven't had to do any guess work thanks to the FAQ and the DooM Wiki(which is really, really awesome). However monster AI will likely cause me to put a bullet in my head.

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