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  • [beta 2 artpack] SplitWolf artpack

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    Postby WLHack 24 Feb 2013, 15:30

    linuxwolf wrote:Not actively working on this. We fixed all of the bugs reported from first beta in beta 2. I guess nobody reported the issue you are describing prior to that. We didn't get any more bug reports after beta 2 was released.

    Okay...
    linuxwolf wrote:I'm sad to hear the game crashed when you tried to change controls for players 1-4. Are you playing 4 player mode? I don't think that mode was tested very thoroughly if at all.

    Actually we were playing 4 player mode because that was the only mode where we could play together...

    If I selected only two players and tried to change pl2:s controls -> crash.
    If I selected three players and tried to change pl2 or pl3 controls -> crash.
    And so on...

    In otherwords only player 1 had customizable controls.

    linuxwolf wrote:I uploaded the SplitWolf source to DropBox a couple of months ago.

    Well... If you like, I can take a look and see if I can fix these bugs.
    WLHack

     
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    Postby DoomJedi 24 Feb 2013, 16:19

    Thanks for testing this WLHack, feedback is much preciated. If there will be beta 3 someday - we'll take those things into consideration.
    Sadly, most wolfers don't have someone to play Wolf3D with (you're one lucky bastard :) ), and so (though people liked it, at least as an idea, and it looked promicing indeed) we didn't get into enouph encouragement and feedbacks thus far to have the motivation to keep working on beta 3 (unless made to full net multiplayer), especially relative to our other promicing and more anticipated projects which are single-player. Sure if you have ideas for this (for example incorporating with your own in-work mods), or even want to enhance it for your mods - you can write here to LinuxWolf and maybe (?) you can work something out (fully depending on LinuxWolf's permission, as this is his code, and it's very dear to him...though again, he was ready to release lite engine code so....who knows, maybe he changed his attitude...(?))...
    Again, don't want to distract you from your own projects (this is what we all here fear --o0-- ), otherwise I'd have suggested you to ask LinuxWolf's permission to further advance this, if it indeed looks promicing to you....maybe even till full multiplayer....as I don't see LinuxWolf focusing on it in any near future.
    BTW We have tons of art which was made for this - which is not in beta 2, just on Dropbox...for more weapons etc.....

    So, if you didn't change controls, and played with default ones - beside that "stuck" bug - was it okay?
    "SplitWolf" beta 1 was tested VERY extensively, with very detailed bug report list (most of which we fixed in beta 2), and if there would be something too major - we'd probably know.

    we ran into a lot of trouble:

    What you described - doesn't look like "alot of trouble" (which I'm glad to hear), if you just play 2 players with default controls ,that are not that bad...

    Did you have fun still?

    If you played in 4-player mode - player 2 had probably issues with automap display and skin color change...
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    Postby linuxwolf 24 Feb 2013, 16:20

    WLHack wrote:Actually we were playing 4 player mode because that was the only mode where we could play together...

    I see.

    WLHack wrote:Well... If you like, I can take a look and see if I can fix these bugs.

    That is a very generous offer. Go right ahead. Ask DoomJedi for access to SplitWolf on DropBox. The source code is zipped up:

    Code: Select all
    SplitWolf/linuxwolf_srcs/lwolf_splitsrc35.zip
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    Postby DoomJedi 24 Feb 2013, 16:25

    Oh, maaaaan... just got WLHack access to one (!) dev-subforum out of many (after originally getting LinuxWolf's permission for that (this) one), and we are already distracting WLHack from his great and promicing mods.....
    --o0-- --o0-- --o0--
    II<---O

    Good news for "SplitWolf", but Wolf3D community is gonna kill me now....and even the team will hang me....
    I--8P
    Baaaad StarWolf....No Santa presents to me this year....
    I'm glad he didn't get to see out other projects.... :D
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    Postby DoomJedi 24 Feb 2013, 16:28

    linuxwolf wrote:That is a very generous offer. Go right ahead. Ask DoomJedi for access to SplitWolf on DropBox. The source code is zipped up:

    Code: Select all
    SplitWolf/linuxwolf_srcs/lwolf_splitsrc35.zip

    WLHack - PM me your DropBox account email.
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    Postby WLHack 24 Feb 2013, 17:50

    StarWolf wrote:So, if you didn't change controls, and played with default ones - beside that "stuck" bug - was it okay?

    Yes it was okay otherwise and quite fun to play (only minus was the fact that bosses were too easy when there are multiple players)...

    Oh, and the reason we wanted to change the controls was that they weren't working for player 2 or 3. Even though pl1 was using arrows as controls, you could move him with numpad as well, also WASD didn't do anything.

    StarWolf wrote:Did you have fun still?

    Of course we did... Hehe, the most funny moments were in the most maze-like levels when the both of us were complelety lost. Somehow we always ended up opening the same door from different side and then killing each other due reflexive panic shooting.
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    Postby DoomJedi 24 Feb 2013, 18:29

    WLHack wrote:Of course we did... Hehe, the most funny moments were in the most maze-like levels when the both of us were complelety lost. Somehow we always ended up opening the same door from different side and then killing each other due reflexive panic shooting.

    Lol :) H==-= H==-=
    :evil:
    You know you do have a minimap? Quite helping.

    Sent you DropBox invitation.
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    Postby DoomJedi 24 Feb 2013, 18:45

    WLHack wrote:only minus was the fact that bosses were too easy when there are multiple players)...

    We were asking wolfers to make coop-oriented harder (maybe even multiBoss) mappacks - but noone offered his help :(

    We played both original Wolfenstein and Spear of Destiny.

    Well, if you're out of maps to play - any classic/"vanilla" Wolf3D mappack should work.
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    Postby linuxwolf 25 Feb 2013, 09:55

    I'm glad you had fun playing SplitWolf with your friend(s), WLHack. We enjoy getting input from that project. We know SplitWolf isn't perfect but we think the potential for new coop mods is out there. A lot of people still play Doom in cooperative mode today, posting their videos on YouTube. The horror mods can be very entertaining to watch - e.g., Skulltag Ghoul mod (I will attach link later, you have to watch it, two American dudes go crazy playing it).

    Other possibilities exist for those who play alone. Like single player coop mods that allow the player to switch between two (or more) characters. Characters not under the player's control go into "bot mode" until the player chooses to return to that character.
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    Postby WLHack 25 Feb 2013, 11:33

    linuxwolf wrote:We know SplitWolf isn't perfect but we think the potential for new coop mods is out there.

    This is something I like to do later... I haven't yet touched the source so quick question: how are the players spawned?
    I suppose there is some kind of algorithm that spawns the rest of the players around pl1. If this is the case, mind if I alter
    it to support alternative starting positions for other players (I think it would be a great think for coop mods)?

    linuxwolf wrote:Other possibilities exist for those who play alone. Like single player coop mods that allow the player to switch between two (or more) characters. Characters not under the player's control go into "bot mode" until the player chooses to return to that character.

    That sounds interesting... I think it would be relatively easy to change the enemy AI a bit so if the current object is player bot, instead of searching
    player - search for enemies.
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    Postby linuxwolf 25 Feb 2013, 11:59

    WLHack wrote:
    linuxwolf wrote:We know SplitWolf isn't perfect but we think the potential for new coop mods is out there.

    This is something I like to do later... I haven't yet touched the source so quick question: how are the players spawned?
    I suppose there is some kind of algorithm that spawns the rest of the players around pl1.

    Yes you are right. I spawn other players around player 1 anywhere a non-blocking tile exists, fanning out from the neighbouring tiles of player 1's spawn spot. You will see this in the source.

    WLHack wrote:If this is the case, mind if I alter
    it to support alternative starting positions for other players (I think it would be a great think for coop mods)?

    I don't mind at all. That is the preferred way to do cooperative player spawning in new mods. Please keep supporting the existing spawn scheme for vanilla Wolf3D mapsets/mods.

    WLHack wrote:
    linuxwolf wrote:Other possibilities exist for those who play alone. Like single player coop mods that allow the player to switch between two (or more) characters. Characters not under the player's control go into "bot mode" until the player chooses to return to that character.

    That sounds interesting... I think it would be relatively easy to change the enemy AI a bit so if the current object is player bot, instead of searching
    player - search for enemies.

    Yes. It should be a simple hack. I like the idea of doors that require a switch to be operated. One character goes to the switch and the other stays behind at the door. The player switches over to the first character to activate the switch and then immediately switches back to the other one when the door is opened. The first character, now bot controlled, would then auto-navigate towards the player while attacking any other enemies along his/her path.

    SplitWolf has the potential to be very big in the community and its a very exciting project to be involved with. It can bring a lot of enjoyment to many people. But as I know you are busy with other projects as well, I don't want you to feel obligated to work on SplitWolf - at least not for my sake. Having said that, any improvements you do make to SplitWolf will be much appreciated and you can expect full credit for your work as far as releasing is concerned. :wink:

    I'm curious to hear DoomJedi's thoughts regarding SplitWolf's potential to evolve into something bigger. Are we the only ones who see this?
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    Postby WLHack 25 Feb 2013, 12:26

    linuxwolf wrote:I don't mind at all. That is the preferred way to do cooperative player spawning in new mods. Please keep supporting the existing spawn scheme for vanilla Wolf3D mapsets/mods.

    Yeah... Basically I think I just add a check for the other spawn points... If not found, use the basic scheme.

    linuxwolf wrote:Yes. It should be a simple hack. I like the idea of doors that require a switch to be operated. One character goes to the switch and the other stays behind at the door. The player switches over to the first character to activate the switch and then immediately switches back to the other one when the door is opened. The first character, now bot controlled, would then auto-navigate towards the player while attacking any other enemies along his/her path.

    Sounds quite interesting.
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    Postby linuxwolf 25 Feb 2013, 15:08

    WLHack wrote:Yeah... Basically I think I just add a check for the other spawn points... If not found, use the basic scheme.

    Coolio.

    WLHack wrote:Sounds quite interesting.

    Indeed.
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    Postby DoomJedi 25 Feb 2013, 16:40

    WLHack - did one of you die by Schabbs in coop?
    There is some nasty surprise to discover :twisted: CB--0
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    Postby WLHack 26 Feb 2013, 10:59

    StarWolf wrote:WLHack - did one of you die by Schabbs in coop?
    There is some nasty surprise to discover :twisted: CB--0

    Unfortunately Schabbs died in less than 10 seconds so we had no change to try that.
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