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    SDL Coder needed for a small coding work

    doomjedi
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    SDL Coder needed for a small coding work Empty SDL Coder needed for a small coding work

    Post by doomjedi Sun Jan 08, 2012 1:19 pm

    SDL coder needed for a small coding work for one of "Team RayCast"'s projects which is in advanced development.

    While some other "Team RayCast" members are involved and will help the mapping, this particular TR project is managed mainly by myself and RonWolf (which is logical for reasons I can't mention Smile )
    Originally this one was intended and envisioned to be a "fast (even "surprise") mod" (there were more than one reason for that...), with minimum amount of coding changes and small amount of maps.
    We also didn't plan to "announce" this mod, at least in such stage (and unless the need for the coder - we wouldn't).
    So Ron thought he can handle project coding himself...which he did to some point. This point.
    While this is still a small-scale "fast" project (and will stay such) - it did become a bit larger coding-wise than originally intended, and Ron "ran out of fuel" in that area.

    So we need an SDL coder (credits guaranteed Smile ) for a very limited amount of relatively basic coding tasks, so main mapping can start:

    1. Fixing something related to interactive texture.
    2. Different ammo for different weapons
    3. Coding in 2 more bosses (using 2 standard types of projectiles).
    4. Ambient sounds

    That's all, folks (unless I'm forgetting something) Smile As you can see - very simple mod without much "fancy" Smile

    If you are and SDL coder who is interested to help out - you can post here - or (if you want more details, like mod's theme) PM me or Ron.
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    SDL Coder needed for a small coding work Empty Re: SDL Coder needed for a small coding work

    Post by linuxwolf Sun Jan 08, 2012 6:42 pm

    I wouldn't mind getting involved but I have to warn you I am a beginner at modding per se.

    Your coding tasks sound simple enough to perform. I could probably give you the different ammo, extra bosses and ambient sounds but the interactive texture thing is a mystery to me.

    It wouldn't be a terrible idea to start the mapping early while I begin on the coding work. I will need to know more about the weapons, the ammo types, the bosses (i.e., how many different bosses do we need to support in total?), the projectiles and the number of ambient sounds you need.

    I will probably need to ask you more questions about the mod as we go along.

    Out of the tasks you mentioned, which one would you like me to do first? I would expect the different ammo to be a pretty high priority since it affects your level design quite a bit. But I'll leave that up to you.

    At this stage, don't worry about sending me any of your existing code. I can begin working on my tasks in the next few days and I estimate the work will take 3-4 weeks to complete. You'll need to tell me if this time frame is good enough for your project.
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    Post by doomjedi Mon Jan 09, 2012 12:04 am

    First of all - thank you very much for your kind reply Smile

    linuxwolf wrote:I wouldn't mind getting involved but I have to warn you I am a beginner at modding per se.
    (New) at modding - but not in coding? Or in coding as well? (Just to be sure I get you right Rolling Eyes ). Do you know SDL coding well?
    Do you have ANY experience in Wolf3D coding/Wold3D SDL coding? Did you look at the code?
    Did you make any of those SDL tasks before? Did you make any Wolf3D SDL code change before?

    ...I have to admit this is quite problematic - as this is planned as a "fast mod", that needs to be released BEFORE a set deadline. Our goal is to finish coding tasks (especially mapping-related, like ammo types) as fast as possibble and start mapping (actually at least one map is kinda made already).
    So we had in mind a bit more experienced coder in SDL coding - and I mean SDL Wolf3D engine in particular...as it takes alot of time to get to know this particular engine well, even if you know coding in general.
    Not to mention the "modding" part....as modding skills and terms take time to learn and get used to...way of thinking...ObjTypes, SpriteNums, WallNums....

    But if you're a skilled SDL coder - this can be an advantage for you. Not to mention I love to help "fresh" modders to get into Wolf3D modding life Smile
    Also those are relatively easy tasks....as you said.

    So...I'll wait to RonWolf to respond...and I'll discuss this in our dev. forum with him anyway. I'll keep you informed Smile

    the interactive texture thing is a mystery to me.
    Well...Ron coded this one so he can explain what he did...and then, if you're good in coding - you can solve this.
    On a "term" level - "Interactive texture" is a texture that can give/add you ammo or health or whatever...when you press the use key "space". Relatively standard feature in Wolf3D mods... I used it in my earlier mods as well.
    Currently we need the wall to give "whatever it gives" only once, with first "use" keypress....and right now it keeps giving it on every keypress Smile Baaad idea Smile
    Also we don't want texture to change in the process...and it does.

    I will need to know more about the weapons, the ammo types, the bosses (i.e., how many different bosses do we need to support in total?), the projectiles and the number of ambient sounds you need.
    All this can be supplied via PMs. Though if you'll be part of the project - we'll be able to discuss those with you on our dev. forum. You can find all the needed info there.

    Out of the tasks you mentioned, which one would you like me to do first?
    Well...meantime, till I discuss your help offer with Ron - nothing Smile
    But in general...if your help will be accepted - mapping-related coding are first priority. This means next order/priority of tasks:
    1. Ammo types
    2. Bosses
    3. Interactive walls
    4. Ambient sounds

    (All this will be discussed on our dev. forum, as I've mentioned eariler)

    At this stage, don't worry about sending me any of your existing code.
    This line I don't get (though I'm not a coder) Smile
    This is a project based on Wolf4SDL...with some amount of coding tasks and changes already inserted there by RonWolf, like "truck mirroring" and others...how can you prepare such changes without having the source code? And intergate it later with existing code?

    Anyway, if you're accepted - you'll get DropBox invitation to see the source Smile

    I can begin working on my tasks in the next few days
    I expect to give you a final answer by then. Don't worry Smile

    and I estimate the work will take 3-4 weeks to complete
    You'll need to tell me if this time frame is good enough for your project.
    I'll need to think about that. Could be good enough. Just let me discuss this with RonWolf.
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    SDL Coder needed for a small coding work Empty Re: SDL Coder needed for a small coding work

    Post by linuxwolf Mon Jan 09, 2012 1:17 am

    (New) at modding - but not in coding? Or in coding as well? (Just to be sure I get you right Rolling Eyes ). Do you know SDL coding well?
    Do you have ANY experience in Wolf3D coding/Wold3D SDL coding? Did you look at the code?
    Did you make any of those SDL tasks before? Did you make any Wolf3D SDL code change before?
    You are right. I am new to modding but not to coding. I did look at the SDL code and ported some of the features from Totengraeber II (DOS) over to SDL. I am not the author of the Totengraeber II SDL though. I did this purely as a learning exercise. I am pretty familiar with how ambient sounds work in the Totengraeber II source and I have seen code that does different ammo types as well.

    "Interactive texture" is a texture that can give/add you ammo or health or whatever...when you press the use key "space". Relatively standard feature in Wolf3D mods... I used it in my earlier mods as well.
    Currently we need the wall to give "whatever it gives" only once, with first "use" keypress.
    That helps me understand it better. I would rate this as one of the harder tasks but I am sure I will be able to make that happen.

    This is a project based on Wolf4SDL...with some amount of coding tasks and changes already inserted there by RonWolf, like "truck mirroring" and others...how can you prepare such changes without having the source code? And intergate it later with existing code?
    It really depends on how many merge conflicts I have when integrating the code. If you think it would be helpful for me to use RonWolf's changes, please make it available to me before I start.

    I'll need to think about that. Could be good enough. Just let me discuss this with RonWolf.
    I will wait for your decision.
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    Post by doomjedi Mon Jan 09, 2012 3:14 am

    linuxwolf wrote:
    You are right. I am new to modding but not to coding. I did look at the SDL code and ported some of the features from Totengraeber II (DOS) over to SDL. I am not the author of the Totengraeber II SDL though. I did this purely as a learning exercise. I am pretty familiar with how ambient sounds work in the Totengraeber II source and I have seen code that does different ammo types as well.
    This sure works for your advantage Smile


    That helps me understand it better. I would rate this as one of the harder tasks but I am sure I will be able to make that happen.
    Heh, this is not a hard task. Even the first mod I've ever released had it coded in - and in a more complicated version, with coin usage (on wending machines). (Not that I will refuse simular implementation for our current mod as well, depending on your skills Smile )
    Also, if Ron (or someone else) will tell me the specific source files this feature relates to - I will be able to send you parallel files from our previous project that had it coded in - for easy reference.

    It really depends on how many merge conflicts I have when integrating the code. If you think it would be helpful for me to use RonWolf's changes, please make it available to me before I start.
    Ok.
    BTW as you are new in modding - if there is some Wolf3D modding term you don't understand (like "truck mirroring") - just ask Smile
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    Post by doomjedi Mon Jan 09, 2012 7:11 am

    Ron (RonWolf) agrees to add you in. I'm PM you the rest.

    (If someone else wants to help out as well - keep posting)

    doomjedi wrote:
    That's all, folks (unless I'm forgetting something) Smile
    Indeed forgot 1 more task Embarassed -

    5: Coding in different wallsides for doors.

    Again - reference from previous project (with those implemented) can be supplied if needed.

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    Post by Guest Mon Jan 09, 2012 4:06 pm

    Hi Craig!


    Last edited by Chokster37 on Sat Feb 08, 2014 11:49 am; edited 1 time in total
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    Post by doomjedi Mon Jan 09, 2012 10:29 pm

    Thanks, hope it'll help Smile

    Maybe we'll consider posting future problems here as well...in general description.
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    Post by doomjedi Mon Jan 09, 2012 11:23 pm

    Chokster37 wrote:
    This project sounds cool by the way.
    Thanks Smile Sorry for my obvious attempt to avoid spilling out too much info about it at this point, beyond what we need to bring a coder in. We don't want to boost expectations too much...a thing that backfired on our previous project. So we cannot officially approve or deny it being a cool project Smile

    I like modest side-project type things more than overproduced/hyped/glorified mods usually.
    Thanks again Smile

    The mod does have textured floors and ceilings, parallaxed background...those anyway are pretty standard features quite supported by Wolf4SDL - so why not to use them? So it's not a "classical Wolf3D look" mod.
    But the rest of the features (especially real "custom" ones) we try to make as minimal as possible. The map number as well is very limited.
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    Post by doomjedi Sun Jan 15, 2012 6:58 am

    linuxwolf is doing a great job so far Smile

    Also I'd like to thank the guys over here for helpful coding tips - in particular related to the interactive wall.

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