Zauberer
Thursday, February 14, 2013 - 18:46
I've released a very early prototype of the game here: https://github.com/CireG/Zauberer/ It's to be a free, Modified BSD licensed, content replacement for the Hexen engine, very much like Blasphemer is for the Heretic engine and Freedoom is for the Doom engine. Currently the WAD contains a few textures, sprites and sounds taken from Blasphemer. Currently, it's possible to start it in ZDoom derived Doom engines, but isn't playable because there's no maps in it yet, thuogh it's possible to start Hexen PWAD addons with it. Any kind of contributions would be greatly appreciated.
https://github.com/CireG/Zauberer/
New version up with Jade Wand as replacement for Sapphire Wand thanks to Eriance.
https://github.com/CireG/Zauberer/
A new version have been released with a SNDINFO prototype added.
CireCG, could you be more elaborative. I do remember using some .wad files to play with freedoom. Something like this :-
http://pc-freak.net/blog/doom-1-doom-2-doom-3-game-wad-files-for-downloa...
Any help on telling what is to be done to see stuff would be nice, either in a PM or here itself.
Hi, shirish, thank you for your interest in my project! I presume you're on GNU/Linux, there are instructions on compiling the game engine, called ZDoom here: http://zdoom.org/wiki/Linux
Zauberer is to be used as a so called IWAD, and should be placed in the same directory as ZDoom, or any other place mentioned in the article I linked under the chapter "Start playing ZDoom".
If all goes well, you should have a titlescreen which says Blasphemer which is just temporary and you will have a working menu system, but trying to start a new game will just give an error message in the console. That's because there is no map in Zauberer yet. That's where the addon .wad files come in. Addons for this game can be downloaded here: http://www.doomworld.com/idgames/index.php?dir=levels/hexen/
Then just use the command zdoom -file yourwadfilename and it should hopefully work.
If you run into any problem, don't hesitate to ask and I will do my best to help you. :)
You could probably rough out a placeholder hub using Oblige.
umm... couldn't get it working :(
~/games/zdoom/release$ ./zdoom -file 13zd-rgr.wad
ZDoom v2.6.999 - SVN revision 4140 - SDL version
Compiled on Feb 18 2013
Using video driver x11
M_LoadDefaults: Load system defaults.
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
adding /home/shirish/games/zdoom/release/zdoom.pk3, 559 lumps
adding ./hexen.wad, 417 lumps
adding 13zd-rgr.wad, 562 lumps
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
Name: Pentium(R) Dual-Core CPU E5400 @ 2.70GHz
Family 6, Model 23, Stepping 10
Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright � Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.36
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
KScript warning, "" line 0:
KIcon 'ARTIPSBG' for 'Caltrops Flechette' not found
R_Init: Init Hexen refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
Unknown flat X_005
Unknown flat X_001
Unknown flat X_009
Unknown flat F_033
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Resolution: 640 x 480
Music "HEXEN" not found
'THINGS' not found in MAP01
J]
J]quit
I do get the Blasphemer screen and the menu but don't know why it puts everything in 640x480. I don't see how to change that.
leilei: Thanks for the suggestion, will do.
shirish: I'm sorry this revision didn't work, will release a fixed one with maps later today.
https://github.com/CireG/Zauberer/Please try this revision out, and this time without the -file parameter. This version has 35 prototpye maps implemented which you can run around in. It will look stange though, because a lot of the graphics are not done yet. You can try out any of the three available characters, but I would especially wish that you try out the mage because he has one weapon done, the Jade Wand. Also I would like some legal advise if anyone knows; This game is as I said licensed under the revised BSD license, and I wonder if the CC-BY license is compatible. If that's the case I guess it would mean I could use CC-BY licensed assets in the game.
@CireCG
I tried the above. While I didn't get the 35 maps I did get one map and was able to fire the green crystal wand (I suppose that is what it is).
Looking forward to your updates . Btw I would recommend you to use a repo. rather than just giving a .tar.gz . That would make it easier both for you and others to track what is being changed and the diffs are also smaller.
Just a suggestion.
Thanks for trying out and I'm glad it works as intended. There are actually 35 maps in the file, but they are hub based, which makes them feel like one big seemless map. I've had the idea of setting up a Google Code page for this project, only this'll be the first time I've used a repo but I'll learn.
CireCG, instead of going to google code I'll recommend github . It is easy and should make it easier for other people to collaborate with you if they are interested in your work.
Thanks for the GitHub suggestion. By the way, when you said you only got one map, did you mean you only got one room? Because it might not be very obvious how to get out of the first room. Here's the explanation: Right in front of you when you start the game is a door but it's invicible. That's because the door is missing its texture. So anyone who has problems getting out of the first room, just walk up to the "sky" and press your use key (default is space) and you will be able to explore more of the world.
nice, I was able to see the red bottles and the red exclamation marks.
The red bottles are health potions which are meant to be a mean of getting your health back when hurt by a monster (There's no monster graphics yet though, which means they are not implemented yet.) The red exclamation marks are placeholders and each of them will be replaced by an item/a monster/weapon/decoration sprite etc. when the graphics are done for them.
By the way, if you want to go to the next map here's how: At the end of the first map, there's a step leading up to a black wall. Just walk into the wall and you will spawn in the next map.
I've created a GitHub page here: https://github.com/CireG/Zauberer
For some reason it doesn't wanna sync files, when I click on sync it says syncing... 0% and it doesn't seem to progress... Anyone know what's up?
@cireg
Did you set up git correctly as well as the other things :-
https://help.github.com/articles/set-up-git
https://help.github.com/articles/create-a-repo
The best way to get help on github is to go to #github on freenode, there usually are people who could help you if you are getting stuck somewhere.
Thanks for the help, I managed to get the .wad file uploaded to my repository!
Maybe some of these would be useful to you:
http://opengameart.org/content/misc-dark-fantasy-scenery-sprites
http://opengameart.org/content/dark-fantasy-item-sprites
http://opengameart.org/content/haunted-forest-trees
Thanks, hopefully I can put them to good use.
Actually, I'm a bit dry on ideas a the moment on what these could replace, anyone got any suggestions?
Eh, feel free to use your judgement, those sprites were largely not made with being any specific stand-in in mind. My suggestions:
- I think the trees, chains, blood pool, shield and boots would have obvious equivalents.
- The parchment and the spellbook could go with the "spell casting" weapons.
- The sword could be a stand-in for the axe if you wanted it to be.
- The ankh could be a life boost or invulnerability.
- I think there was a beer mug that you could use mine for, too.
Thanks for the suggestions, will work on adding these sprites over the nearest time.
I updated the IWAD on GitHub with some of your sprites. Please comment what you think.
Not bad. If you're going to use the tree sprites for multiple objects, though, you might want to do a horizontal mirror on the duplicate ones so they don't look quite the same in-game.
Thanks! I've done that now.
I've also added your mushroom sprites now.
A side query, does anybody how to get the svn release of zdoom anymore ?
~/games/zdoom$ svn up
Updating '.':
svn: E175002: Unable to connect to a repository at URL 'http://mancubus.net/svn/hosted/zdoom/zdoom/trunk'
svn: E175002: OPTIONS of 'http://mancubus.net/svn/hosted/zdoom/zdoom/trunk': Could not resolve hostname `mancubus.net': System error (http://mancubus.net)
No idea, sorry, the URL works for me.
https://github.com/doomtech/zdoom after asking around.
I compiled and looked around. I wasn't able to get out of the room, guess this has still a long way to go before I can actually walk and look around.
Yes, unfortunatly not much work has been done on this since last time, with the exception of a few added sprites, though you should be able to get out of the room with the same method you did last time. I'm not much of an artist, and I have had very little contibutions to the project. Thanks for trying it out again though.
Hi, I just updated this with a new version that is filled out with simple placeholder graphics, please note that the doors still looks like walls, try pressing space on the wall in front of you in the starting room and be prepared to be attacked by monsters! (placeholders that is...) Also, it works in the Vavoom engine in addition to the ZDoom engine, so you can use that instead if you prefer: http://www.vavoom-engine.com/
umm... sorry for the late reply.
I had to fix some of the documentation of the zdoom folks. Apparently they have moved development to git (didn't know about that.)
https://github.com/rheit/zdoom.git
Saw and played the starting, nice :-
~/games/zdoom/release$ ./zdoom
ZDoom 2.8pre-162-g8e8f6cf - 2013-08-20 20:33:03 +0200 - SDL version
Compiled on Aug 23 2013
Using video driver x11
M_LoadDefaults: Load system defaults.
Gameinfo scan took 0 ms
W_Init: Init WADfiles.
adding /data/shirish/Games/zdoom/release/zdoom.pk3, 560 lumps
adding /home/shirish/.config/zdoom/HEXEN.WAD, 4280 lumps
I_Init: Setting up machine state.
CPU Vendor ID: GenuineIntel
Name: Pentium(R) Dual-Core CPU E5400 @ 2.70GHz
Family 6, Model 23, Stepping 10
Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright � Firelight Technologies Pty, Ltd., 1994-2009.
Loaded FMOD version 4.26.36
HOSS could not be initialized. Trying ALSA.
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
R_Init: Init Hexen refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
Resolution: 640 x 480
Starting MIDI playback failed
Playing demo DEMO1
Cannot play non-ZDoom demos.
+MAP01 - THE HERESIARCH'S KINGDOM
ACS scripts unloaded.
+MAP01 - THE HERESIARCH'S KINGDOM
ACS scripts unloaded.
QUARTZ FLASK
MESH ARMOR
There seems to be a font issue (in the credits on the CLI) other than no issue.
I would have liked to have more music and labels and stuff but guess that will take its own time.
Still, loads better than before.
Thanks for trying it out again. The note about ZDoom not being able to playback DEMO1 is to be expected since the demos were recorded in another engine and therefore ZDoom can't playback them. I have no clue why MIDI playback fails on your end though, works for me. Anyway, you didn't miss much, I just added a simple placeholder tune in there. I'll intend to continue to make some more progress on this, for now I will try to make some small improvements where ever I can.
There is an official forum discussion thread here: http://www.doomworld.com/vb/freedoom/72519-zauberer/