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Post by Deleted on Mar 3, 2023 9:06:27 GMT -5
I am going forward by just building the other areas into the same map, and using teleportation with linedefs to navigate to other areas. That way, I won't have to implement a hub-system, which would be very cumbersome with all of the different cabins. It will also make implementing a day-sunset-nighttime sequence a lot easier. I want Jason to teleport to different cabins in a set-piece sequence as well. This will make things easier in that regard too. Overall, this will make things a lot easier to manage and produce. I began work on the Lake area: After the lake, I will need to make the following to finish the map: All 24 cabins, which will be easy, since there is only 2 different layouts, so that will be a copy paste after the initial two are made. For windows, I was thinking I could simulate them by making a security camera like function that would display what the outside of the cabins from the main map would like like from that camera angle. Like the other textures for the outside areas, I will need to have them switch to nighttime versions. The Cave area, and the cave interior (as well as the illuminated version with different textures. But I could possibly have picking up the flashlight item trigger the textures and the light values to change perhaps.) I will also need to create a boss fight with Jason's Mother for the sweater (armor). The woods North and South of the lake. I also need to create the Children's Cabins by the lake. It was accessed by a boat in the NES game, I guess for now I could create a pathway, and later see what I can do about simulating a rowboat, perhaps with Jason trying to attack it from time to time. I was thinking, it would be cool if the final battle against Jason was in the lake on a boat, and the battle mechanics would be similar to that of the final battle of Jaws by LJN. Basically, you would use the sweater to stun Jason, while to try to lasso a chain with a weight attached to it to trap him in the lake. Somewhat similar to how Tommy Jarvis defeated Jason in Friday the 13th: Part VI. A final battle similar to this: Instead of 3 strobe, it would be 3 chances you get with the sweater to stun Jason.
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Gokuma
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Post by Gokuma on Mar 4, 2023 18:44:03 GMT -5
Cool, I think one big epic map of Crystal Lake would be great.
Heh, NES Jaws is a classic I always loved. But I never could finish off Jaws, the shark himself, and for years I thought the game was simply put out unfinished.
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Post by Deleted on Mar 7, 2023 16:54:27 GMT -5
North and south woods was a pain the ass to make. I went back to the drawing board at least twice. But this is the most authentic and best version.
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Post by Deleted on Mar 15, 2023 9:09:51 GMT -5
I think this is going to require a metric-fuck-ton of ACS scripting, to facilitate this project. Of which I have no experience really, but I am up for the task.
I asked the new chatGPT this question:
"Write an ACS script for zdoom that will create a day-to-sunset-to-nighttime simulation that changes textures continuously. This should be initiated when the game begins. The day portion should be 5 minutes, the sunset portion should be 2 minutes and the nighttime portion should be 5 minutes. After which, it will repeat starting with the day portion. Using one example, create this script for the following textures: FORD2 (day), FORS2 (sunset), FORN2 (nighttime)."
Here is the response, I haven't tested it yet though. I am still working on the level geometry before I get to this part:
Here's an ACS script for zDoom that will create a day-to-sunset-to-nighttime simulation that changes textures continuously:
java Copy code #include "zcommon.acs"
int dayTime = 300; // 5 minutes in tics (35 tics per second) int sunsetTime = 120; // 2 minutes in tics int nightTime = 300; // 5 minutes in tics
str dayTexture = "FORD2"; str sunsetTexture = "FORS2"; str nightTexture = "FORN2";
int currentTime = 0; int totalTime = dayTime + sunsetTime + nightTime;
script 1 OPEN { while (true) { // Daytime Sector_ChangeTexture(0, dayTexture, 0); Delay(dayTime);
// Sunset Sector_ChangeTexture(0, sunsetTexture, 0); Delay(sunsetTime);
// Nighttime Sector_ChangeTexture(0, nightTexture, 0); Delay(nightTime);
// Reset the timer currentTime = 0; } } Here's how it works:
The dayTime, sunsetTime, and nightTime variables are set to the number of tics (35 tics per second) that each portion of the simulation should last. The dayTexture, sunsetTexture, and nightTexture variables are set to the texture names that should be used during each portion of the simulation. The currentTime variable is used to keep track of how long the simulation has been running. The totalTime variable is set to the sum of the dayTime, sunsetTime, and nightTime variables, and is used to determine when the simulation should loop back to the beginning. The while (true) loop ensures that the simulation will continue to run indefinitely. Inside the loop, the Sector_ChangeTexture function is used to change the texture of sector 0 to the appropriate texture for each portion of the simulation. After each portion of the simulation, the Delay function is used to pause the script for the appropriate amount of time before moving on to the next portion. After the nighttime portion of the simulation, the currentTime variable is reset to 0 so that the simulation can loop back to the beginning. To use this script in your map, save it as a text file with the extension .acs in your map's directory, and add a script call to the beginning of your map's MAPINFO lump, like this:
go Copy code map MAP01 "My Cool Map" { script 1 OPEN // <-- Add this line } Make sure to replace MAP01 with the name of your map, and 1 with the script number you chose for this script. Then, when you load your map in zDoom, the day-to-sunset-to-nighttime simulation should automatically start running.
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Post by Deleted on Mar 17, 2023 13:27:03 GMT -5
I was busy for a week, but I got a lot of work done in the last few days. For the most part all that there's left to do is the interior to the cave. I created the network of portals throughout the forest, and cabins. I also need to polish up the map a bit, but it is almost ready for a beta demonstration.
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Gokuma
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Post by Gokuma on Mar 17, 2023 22:00:10 GMT -5
Cool stuff. "What a horrible night to have a curse." I guess for the day, sunset, night cycle, every line with a different texture would have a different line ID #, and the script changes their middle, lower, or upper texture appropriately. All lines sharing the same texture for whichever would have the same #.
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Post by Deleted on Mar 18, 2023 14:34:57 GMT -5
I also want to implement linedefs that change the music back and forth when you enter and exit the cabins. Also, when Jason appears, I want the must to change as it does in the NES game.
Once I finish the map I will really need help with all of that.
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Gokuma
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Post by Gokuma on Mar 18, 2023 22:35:25 GMT -5
In my nmap11 of DBP48 I have the music change locally for just whichever player going in and outside of the bar, even when teleporting.
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Post by Deleted on Mar 20, 2023 23:13:23 GMT -5
In my nmap11 of DBP48 I have the music change locally for just whichever player going in and outside of the bar, even when teleporting. I will PM you the file once it is ready. Currently, I have been making some progress on the final part of the map. Which is the interior of the cave. I still need to add stalactites, I have the sprites.
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Post by Deleted on Mar 26, 2023 22:34:56 GMT -5
Got bogged down by some personal stuff, but also going back in polishing up the forest particularly. Fixing issues, and what not. But I soon hope to send the file over to Gokuma soon, and we can make further progress. Here's some pics:
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Post by Deleted on Mar 31, 2023 22:25:02 GMT -5
I pmed Gokuma to build upon the files. I created all the level geometry for the map.
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Post by Deleted on Apr 10, 2023 20:32:16 GMT -5
Great work, Gokuma ! Here's a gif demonstrating the day/sunset/night cycle he scripted in ACS.
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Post by Deleted on May 30, 2023 11:29:59 GMT -5
A different project, but I saw someone posted this recently. I do think Friday the 13th (TC) would be amazing in VR as well. I think the slower pace of it in VR would translate very well, and make it feel creepier.
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Gokuma
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Post by Gokuma on Oct 12, 2023 3:39:34 GMT -5
@kontrakommando , where are you? Hope you're alright. Probably just really occupied with work I guess.
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Gokuma
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Post by Gokuma on Oct 13, 2023 21:44:13 GMT -5
Beta coming. Just not sure if it will be ready before the 13th is over.
EDIT: Still working. A good chunk of scripting left to do yet.
EDIT EDIT: Public version should be ready this weekend. Tonight or tomorrow. November 10 or 11th.
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Post by Gokuma on Nov 11, 2023 22:08:58 GMT -5
EDIT: Damn Jason's waypoint system in map01 seems to have broken. Trying to fix and have new upload soon. I had him navigating his whole courses throughout the map like on NES.. EDIT EDIT: Figured out partly why it broke, but not entirely why it's being so finnicky now. However, I have figured out an even more reliable efficient solution than when it previously worked, but it may take maybe a couple hours to finish implementing and testing, and then I can upload v2.991.
Mod is still fully playable. Just Jason doesn't successfully follow his paths on map01 at the moment. He will stop and fight you of course and still spawns in a few random locations. Still this is a major feature that's part of the purpose so I gotta get it working.IT'S READY! Featured and available at www.moddb.com/mods/friday-the-13th-jasons-doomgokuma.neocities.org/#Friday13For GZDoom OR LZDoom(hardware mode only) with doom2.wad. Zandronum version also hardware mode only. Map01 is the NES game recreated in 3D minus having to save anyone and not having the nonsense zombies, wolves, bats, crows that had nothing to do with the movies. Bodies will pile up the longer Jason roams freely though. Lots of references and influence from the entire movie series. Kontra Kommando mapped it out. I combined the v2.0 mod into it and then scripted almost the entire behavior of the 8-bit NES game in ACS + a bunch more Decorate. Lots of bonus features all around. Map02 is the v2.0 from 2014 with its exact balance preserved since it got such great reviews. But with new graphic polishing and features. Designed to be playable on Nightmare (Tommy Jarvis skill) but all skills considered. More...? Maps and Guides I made included in the zip. Typing puke 104 in the console tells Jason's current location and puke 105 tells what Day it is. Press F1 for alternate map. @kontrakommando This v2.99* is essentially a beta for v3.0 but it should be good to post to www.moddb.com/addons/friday-the-13th-jasons-doom or www.moddb.com/members/kontra-kommando/blogs/friday-the-13th-tcWould also be good to update the first post of this topic with the download link and some info. Reviews about old v2.0: www.doomwadstation.net/2014/Friday/pekoeblaze.wordpress.com/2016/02/03/mini-review-friday-13th-jasons-doom-v-2-wad-for-doom-ii-final-doom-gzdoom/bfgwads.blogspot.com/2017/11/friday-13th-jasons-doom.htmlBrazilian Portuguese version: www.gamingroom.net/games/mapas/friday-the-13th-jasons-doom-mapa-doom-2/=========================================================================== Interesting videos about NES game and old school magazine style guide as much applies to both map01 of this map and the NES game similarly. Guide Download bit.ly/1QwmSBRVideo about the guide More good videos about NES game and there's more on youtube
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Gokuma
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Post by Gokuma on Nov 12, 2023 15:05:02 GMT -5
Fixed Jason's paths. And now some new screenshots finally: Select what cabin to start at like an NES . Sunset on Crystal Lake (I can confirm that in real life water appeared somewhat purplish when I went on a sunset cruise on a Schooner). Jason on the prowl and throwing shit at me! What a bloody mess! Oh dear... Map02 got some graphic additions but its original balance of the v2.0 mod is preserved. I'm on a boat!
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Post by Gokuma on Nov 12, 2023 17:19:10 GMT -5
Redownload. Map02 was going back to map01 instead of map03. Also tweaked maps a bit.
Heh v2.991 was dated at 3:13 PM and v2.992 is dated at 5:13 PM. That was completely accidental!
EDIT: Redownload v2.992. Caught some ugliness in the map03 woods at night. New file is 5:40 PM.Figure I should post a screenshot you don't have to click show. The Lake Cabins, some of Kontra Kommando's architecture. I like the Misfits song most but this starts out with a Jason reference (and the whole album is amazing classic horror rap): Among other interesting stuff: and this: ocremix.org/remix/OCR00824
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Gokuma
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Post by Gokuma on Nov 12, 2023 21:11:57 GMT -5
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Post by Gokuma on Nov 14, 2023 16:59:00 GMT -5
I had a major duh moment. This does work alright in LZDoom. You just have to play in hardware mode only. Software mode gives a bunch of HOM. Well there is one grass sector LZDoom doesn't like and the floor glitches or bleeds a different color. I'll just have to split another sector to fix that.
By this weekend I should have v2.993 up with a good amount of tweaking and further polishing and possibly additional content.
If anyone would like to contribute an appropriate style map, an interesting remix of one, other Friday 13th movie scenarios, etc. and I can make some editing specs available. (EDIT: Probably good to wait and see what v2.993 has to offer.) And if it's reasonable, I can put it in a later version. But the specs are major spoilers if you don't play through first. It's also good to watch as many of the movies as you can. I got them all on DVD and rewatched most recently.
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Gokuma
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Post by Gokuma on Nov 20, 2023 0:59:58 GMT -5
Here's v2.993 now. This is a much more solid version with lots of good tweaking, bug fixing, and a load of new content. gokuma.neocities.org/
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Post by Gokuma on Nov 21, 2023 21:13:44 GMT -5
"In 1993 Jason went to Hell. In that same year, Doom was born. Now, in 2023, Jason goes to Doom." - Kontra Kommando A Zandronum (hardware mode only) version is now available. Posted on my site, but here's direct download:
gokuma.neocities.org/#Friday13Some rare unwanted infighting might happen but it works. The frame rate might not be as good, even though Zandronum is supposed to be less demanding. Must run in hardware mode only, not software mode. Tested but not extensively in Zandronum v3.1 and the latest DevBuild v3.2 alpha. Haven't tried multiplayer in any ports yet, but maps are designed to at least support it. All maps have coop starts 1-8 and ten deathmatch starts. Hopefully @kontrakommando will be back around soon. In mid October, he gave me control of the project as main author to see it through, told me to post it on my site, and he would link it on the moddb page (much like DBP#48 AvPvTvJvHvS). I'm keeping his name first in the credit because it wouldn't exist without him. He made the original beloved mod and his mapping work to recreate the entirety of the NES game was very extensive... Well I think my very first totally noobish Doom mod I made was a really crappy Friday the 13th Doom all the way back in 1996 and I never uploaded it. I hadn't even seen a whole movie yet, but only happened to briefly catch the end of part 6 and see a little part near the beginning of part 9 (some experience of both those scenes is replicated in the additional maps of the new mod). Maybe I will make it available just for shits and giggles. It does feel pretty cool coming full circle on that and doing much better this time around. Interesting fact: In the entire series Jason never uses a normal chainsaw. But once he does use a power pruning saw which is a buzzsaw on a pole (and the damn MPAA had the footage cut short, minimizing the gore). Someone does try using a regular chainsaw on him though. Also among many good changes made as of v2.993: On map01 (the NES game recreation), the next phase of Jason can come back as sunset changes to night, besides the start of each day. So you don't have to wait until day 3, or worse yet, if you killed a phase just as day starts, you had to wait another whole day cycle for him to come back. So if you kill him as soon as you can, map01 can be beat by the morning of day 2. On NES it changed to sunset after entering five cabins and then night after three more and stayed night until you killed Jason for that day. In this mod, the day-sunset-night cycle is timed similar to Castlevania 2 instead. In this mod, day and night each are slightly shorter than Cv 2's but the additional sunset is a minute long so I think the whole cycle is about 45 seconds longer than Cv2.
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Gokuma
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Post by Gokuma on Nov 23, 2023 19:44:26 GMT -5
Happy Thursday the 23rd from an alternate dimension!
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Post by Gokuma on Nov 26, 2023 13:53:37 GMT -5
Working on v2.994. Doing stuff I was actually planning before I started working on the v2.993 update, but needed to keep that update to a more reasonable scope. New map07, a remix of map03, that requires another whole winterized texture set for the day, sunset, and night. Because who doesn't want to have fun on a frozen lake? This one isn't any movie scenario as none of them take place in the winter, but it will still be yet another encounter with new surprises. Falling Snow effect thanks big time to @supremebiovizier
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Post by Deleted on Dec 4, 2023 13:19:27 GMT -5
HAIL GOKUMA FOR THIS HERCULEAN ACCOMPLISHMENT. I SHALL MAKE A VIDEO SOON.
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