Author Topic: MOD creation questions and a proposal  (Read 2595 times)

Yokai

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MOD creation questions and a proposal
« on: February 01, 2014, 01:51:17 PM »
Hi there fellow adventurers.

I have been playing A&A for years and today I found this project, which is absolutely awesome and what I was waiting for years.

It is also nice to know that the game went open source or free or whatever.


Well, so basically what brings me here is the chance to share adventures with more people, but also the chance to edit the game mechanics and create new maps, although I already knew that Slade map editor allows this, I was lacking the linedefs, things and such.
I always though that A&A had a great potential.

So actually, I would like to ask for resources or a PDF or something that teaches me how to edit the game scripts and logic, so I can edit or create new enemies, weapons, spells or whatever to allow me to create a Mod or a TC.

I have been working on a Doom TC based on A&A under EDGE engine for some time, but now that A&A went opensource makes any Dom TC pointless.


So basically, how to create mods and TCs for this game?



Now it comes the proposal:

I noticed that now A&A supports network games.
I can't explain how nobody thought about creating an A&A MMORPG-ish game.
I mean, not a true MMORPG like WoW, but some kind of mod that looks like a sandbox game, with big maps, monsters respawning after some time, maybe HUB style maps like in Hexen...
People can join a server with friends and adventure in a sandbox map or maps.

I know this can be easily done with almost any Doom source port that allows networking, but since we have A&A opensource, this could be also made here.

What I'm talking about is something like Hexen style gameplay but with A&A engine, bigger maps, a lot of new items and spells and respawning monsters.



Well, thats all cya.


Be all your adventures epic and lacking of danger.

peewee_RotA

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Re: MOD creation questions and a proposal
« Reply #1 on: February 01, 2014, 05:41:35 PM »
Hi. Glad to find another interesting in modding the game.

I'm working entirely on gameplay enhancments on my own A&A mod, but all of the suggestions that you've made thusfar are in the future plans for the mod.

Right now the game doesn't support hubs, but I'm sure it's an easy fix. I know enough about Hexen editing (just recently started dabbling in that) to think that there's a bit more work. Hexen has cross level scripting and multiple spawn points into levels based on the exit used. Seems like a lot of work to me.

Short of implementing the hud system, I've been really wanting to make some larger levels in some new quest packs. At a certain point I'll open doombuilder2 and take a whack at new levels. I've not tried slade, but I know that Lyle (or was it the great el zee?) put together doombuilder2 editor files. These include all of the itemnums needed as well as a crapton of icons.

I'm not sure if the linedef nums are listed anywhere in these configs, but doombuilder should handle them all. It would have to treat the maps in the new format anyway, which *should* order the linedef nums correctly.


The editor files are here:
http://amuletsandarmor.com/download.htm

They're listed as an alpha, so I'm wondering how stable it all is. Either way, it's a great start!


EDIT:

I wanted to point out that the source file CREDATA.H has a lot of the information used for badguys and projectiles. Unless your new badguys choose one of the existing logics, that will need edited to match. On top of that, there are a few spots with monster logic hardcoded. The biggest one that I can think of is pickpocketing and item dropping. They are handled through a giant switch statement based on monster type.
« Last Edit: February 01, 2014, 05:44:37 PM by peewee_RotA »