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 Coding list

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ronwolf1705



Posts: 33
Join date: 2007-07-27
Age: 18

PostSubject: Coding list   Fri Jul 27, 2007 12:32 pm

Here's a list of suggestions for the mod. Which of these coding changes would you like to see in this mod? Or maybe I forgot something? Here's the place to discuss the coding ideas.

Here's the list with some suggestions made by me or others:

One locked door and key
25-35 levels

200% ammo
110% health
Teleporters
Directional sprites
Pushable objects
Breakable objects
Bestweapon tutorial
Ambient sounds
Wall patches
Enemies pick up bonus items
Level name when start up game
In-game messages
Adding shadows to characters (when in-game messages are enabled)
Split Hitler into two bosses
Animated objects
Animated walls
Interactive objects
Pushwalls activated by switches
Locked doors locked by switches
Civilians
Gun bobbing
Blood splatters
Automap
Add Text Messages to Menu Select Screens
Spawnpoints (for enemies, walls, objects etc.)
New weapons
Level ending object
Ammo walls
Health walls
Weapon change bob
Reloading weapons
Different ammo types
Flame walls
defusable bombs
Add 25 ammo box
Intermission screens
Backpack
Landmines
Doors open from center (Blake Stone style doors)
Bosses react to sounds
Crosshair
Death artifact
Timed bonus artifacts
Bonus time display
Floor that hurts player
Enemy uniform/invisibility
Doors don't close automatically
Enemies open up pushwalls
Treasure chest
Fullscreen
Adding non-grid collision detection to pushwalls
Remove par-times
Transparent ceilings
Portable items (medkits etc.)
Different door sides
One stab in the back kills
Alternative paths
Animated floors/ceilings
Armour
Another start position (when you die in-game, you start from another position)
Berserk mode
Suicide bombers
Make guard spawn other guards
More difficulty levels (for challenges or just to make it even more difficult!)
Timed levels
---------------

Not all of them are needed, ofcourse.
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Karharis



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PostSubject: Re: Coding list   Fri Jul 27, 2007 4:15 pm

cyclops Wow that's one cool list Razz
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Admin
Admin


Posts: 32
Join date: 2007-07-26

PostSubject: Re: Coding list   Mon Jul 30, 2007 5:33 pm

I like the list but there's too many to choose from. I would have to say I like the switch activated doors and pushwalls.
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WLHack



Posts: 15
Join date: 2007-07-26
Age: 21
Location: Loppi - Finland

PostSubject: Re: Coding list   Tue Jul 31, 2007 9:41 pm

Hmm... Do you remember when we used to talk about
custom engine?

I think this would be good basis for nearly any mod...
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ronwolf1705



Posts: 33
Join date: 2007-07-27
Age: 18

PostSubject: Re: Coding list   Wed Aug 01, 2007 10:48 am

WLHack wrote:
Hmm... Do you remember when we used to talk about
custom engine?

I think this would be good basis for nearly any mod...


Yep, definately. Most of those code changes are basis of all of my source codes I've started. I haven't made one full mod out of them though. Razz
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fireboy224



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Age: 17
Location: Arizona (GMT -7)

PostSubject: Re: Coding list   Thu Aug 02, 2007 4:31 am

also Im seeing things on there that r from Spears EoD and stuff. but yea those sound cool
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ronwolf1705



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Age: 18

PostSubject: Re: Coding list   Sat Aug 04, 2007 11:30 am

Ok, here's the features till now:

-Removing the scalers (for more memory)
-Seamless level progression
-Multi-textured floors/ceilings
-Outside atmosphere
-Parallax sky
-Readme/Helpart enabled
-Pushwalls move 8 spaces and move faster
-Shading
-64+ walls (now you can use 90 walls)
-Deathcam removed
-Switch Activated Pushwalls
-Civilians (Don't kill them, or you'll die)(Dogs are Civilians now)
-Teleporters
-Display Map Name On Get Psyched Screen
-Enemies Pick Up Bonus Items
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PostSubject: Re: Coding list   Sat Aug 04, 2007 6:32 pm

I love the features. now if only I knew who was doing what for the graphics.
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Schabbs



Posts: 5
Join date: 2007-07-27
Location: London, England.

PostSubject: Re: Coding list   Thu Aug 09, 2007 10:19 pm

Here's an idea from tonights chat on Haven. An extra enemy for The Mutant Uprising - a second mutant which is faster, meaner and more difficult to beat than the normal one. Would this be ok to add to the coding list?
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ronwolf1705



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Age: 18

PostSubject: Re: Coding list   Fri Aug 10, 2007 4:45 pm

Sure, and with WSJ/BT code for offsets very easy to do. Smile

Atleast, if he uses the same states as the normal mutants.
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ronwolf1705



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Age: 18

PostSubject: Re: Coding list   Thu Aug 16, 2007 10:45 am

Added ingame messages to the engine. I also made some thing map-defined, like par-times, shading and the song that's played on the level.
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ronwolf1705



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PostSubject: Re: Coding list   Thu Aug 23, 2007 3:56 pm

Added the 'Enemy Blocking Tile' and the 'Wall Patches' to the engine.
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Admin


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PostSubject: Re: Coding list   Sun Aug 26, 2007 10:17 pm

are there intermission screens?
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ronwolf1705



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Age: 18

PostSubject: Re: Coding list   Mon Aug 27, 2007 1:18 pm

I'm working on those. Also, would you like to have Automap? It would replace the weapons on the statusbar.
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PostSubject: Re: Coding list   Mon Aug 27, 2007 6:23 pm

well see if toni even tried to fix the problem with the automap feature. it would be nice to have that feature but not if it shows where all of the secrets are.
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