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    EFCW

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    fgsfds
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    EFCW

    Post by fgsfds on Tue Jun 18, 2013 12:04 pm

    Basically, this is a half-assed Wolf3D clone made in GameMaker, but with multiplayer via TCP/IP.
    With Coop and Deathmatch. Using Mac/Jaguar graphics Excitement will never end.

    Spoiler:

    Singleplayer (youtube is being stupid, it's actually wasn't 240p when i uploaded it):


    Deathmatch (7 bots):


    Here is the game itself (v060, last updated 25 Dec 13): .zip, ~4.7M

    Be sure to check out readme.txt, especially if you're going to use the editor for some reason.

    Changelog (025 -> 06):
    Spoiler:
    - all graphics are now stored externally;
    - a lot of bugs fixed in the editor;
    - sound positioning sort of works now;
    - finished e1m7;
    - retouched all maps;
    - dogs now cannot open doors;
    - enemies deal proper damage;
    - you deal proper damage;
    - damage/distance thingy fixed;
    - tweaked difficulty levels;
    - forced spectator mode after join;
    - tweaked netcode;
    - fixed some crashes related to ffsIMF and the editor;
    - FMOD unloads properly at exit;
    - added a couple new score bonuses;
    - fixed spectators and dead players colliding with and activating stuff;
    - fully-functioning HUD;
    - some menu fixes;
    - additional config options (maybe, i don't quite remember);
    - a crapton of small bugfixes.

    Oh, and networking actually works (up to 10 players, simple client-server TCP stuff, barely works with high latency), you only need to forward the port 25555 (TCP) to host.


    Last edited by fgsfds on Wed Dec 25, 2013 12:05 pm; edited 4 times in total

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    Re: EFCW

    Post by Dark_wizzie on Thu Jun 20, 2013 7:31 am

    Don't you just love it when you get shot ni the face by a Nazi and you only take 25% damage? tongue



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    Re: EFCW

    Post by Dark_wizzie on Thu Jun 20, 2013 7:32 am

    The second video looks quite fun! Have a rocket launcher dodging contest!



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    Re: EFCW

    Post by fgsfds on Thu Jun 20, 2013 10:35 am

    Even less than 25 most likely, the damage/distance code is a bit screwed up, as is the 3d sound positioning (just fixed it). Guards shoot and react a bit faster, though.

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    Re: EFCW

    Post by linuxwolf on Thu Jun 20, 2013 1:33 pm

    I like the frag counter and high-resolution graphics. You even have distance attenuated lighting and a rocket launcher. This is all in game maker?

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    Re: EFCW

    Post by fgsfds on Fri Jun 21, 2013 3:41 am

    Well, yes, not like all of this is a hard thing to do in GM. The game does use a couple non-GM DLLs, one is for networking, one is an FMOD wrapper and the third one is an IMFLib wrapper.
    Lighting is just Direct3D fog plus changing the texture colors to give the map a darker/brighter look. You can adjust the light level in the map editor.
    Actor and static sprites are still from the DOS version, since Mac one seems to only have sprites for the enemies' front.

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    Re: EFCW

    Post by fgsfds on Sun Nov 03, 2013 12:57 pm

    Suddenly, i remembered that i added quite a few things to this during the summer. So here it goes.
    Version 05 with a nice big changelog. First post updated.
    Now i need to make a map converter.
    UPD: I think i broke something in the bot AI code. The game lags tremendously when spawning more than two on large maps (like e1m7). Looks okay in DM, though. Maybe i'll fix them later.

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