The WIP Thread

If it's not ZDoom, it goes here.
GENTEK
Posts: 673
Joined: Mon Aug 05, 2013 5:10 pm

Re: The WIP Thread

Post by GENTEK »

ANDROSIS MINI-TEASER 2
The next will be after more new area beacause all in the video is not finished! :wink:
TheMisterCat
Posts: 53
Joined: Sun Jul 25, 2010 7:25 pm

Re: The WIP Thread

Post by TheMisterCat »

i made this quite a while ago actually, it only really counts as WIP due to some lingering glitches



made while I was learning how to a* pathfind
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: The WIP Thread

Post by Zanieon »

Image
Image
GENTEK
Posts: 673
Joined: Mon Aug 05, 2013 5:10 pm

Re: The WIP Thread

Post by GENTEK »

Zanieon wrote: Nice PORTAL Zanieon! :D
Image
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: The WIP Thread

Post by Zanieon »

Heh, The Temple of The Portals have to justify it's name :D
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: The WIP Thread

Post by Captain J »

GENTEK wrote:ANDROSIS MINI-TEASER 2
The next will be after more new area beacause all in the video is not finished! :wink:
am i the only one who thinks the voice almost like morgan freeman's?
GENTEK
Posts: 673
Joined: Mon Aug 05, 2013 5:10 pm

Re: The WIP Thread

Post by GENTEK »

Captain J wrote: am i the only one who thinks the voice almost like morgan freeman's?
Sorry Captain J! :P It seem to be an old movie named Stryker.
User avatar
Vostyok
Posts: 1666
Joined: Sat Jan 17, 2015 8:54 am
Preferred Pronouns: No Preference
Location: Discord: Vostyok#3164
Contact:

Re: The WIP Thread

Post by Vostyok »

GENTEK wrote:
Captain J wrote: am i the only one who thinks the voice almost like morgan freeman's?
Sorry Captain J! :P It seem to be an old movie named Stryker.
So are we looking at some more post-nuclear shenanigans?

Can't say I'm not excited to see your take on the genre, after those beautiful still shots. :wub:
User avatar
Nash
 
 
Posts: 17487
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: The WIP Thread

Post by Nash »

Heh with all of these post nuclear projects going on, wonder how long before someone makes a Fallout mod for Doom (something I am surprised no one has done yet in last 21 years... considering "X in Doom" is such a popular thing around here...)
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space
Contact:

Re: The WIP Thread

Post by NeuralStunner »

Nash wrote:Heh with all of these post nuclear projects going on, wonder how long before someone makes a Fallout mod for Doom (something I am surprised no one has done yet in last 21 years... considering "X in Doom" is such a popular thing around here...)
It probably doesn't count, but I've been thinking over how to properly do an (original) open-world adventure/RPG in GZDoom. The thing that's still holding me back is draw distance: Everything would have to be scaled down in order to make a reasonably large world within the map size limits, but looking across the entire thing is certain to tank framerate. The only solution I have is generous use of mountain ranges so there's some 1-sided lines between major areas.

Of course, custom AI is also a concern. If you outrun an enemy by miles it should stop trying to chase you, lest you have hundreds of enemies seeking you across the world, which will tank the ticrate in a hurry.

(Hey Nash, if you have some other ideas or are curious, go ahead and shoot me a PM.)
User avatar
Nash
 
 
Posts: 17487
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia
Contact:

Re: The WIP Thread

Post by Nash »

When I said Fallout in Doom, what I had in mind were more like, weapon mods or monster mods, I didn't think a full open world Fallout when I wrote that. =P But as you've already figured out, real open spaces are out of the question. The most "open" you could get within engine limits is if you were to design your levels like in Strife. I think that's a good compromise for the Doom engine. There will be lots of walls so you have to make up for it by giving the player the ILLUSION that the world is big - slower player speed, many maps inside 1 hub, etc etc. Not open world visually but conceptually.

I'll PM you some stuff I've been working on soon. :D
User avatar
Angel-Neko_X
Posts: 163
Joined: Thu Oct 31, 2013 3:14 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: French Hell (literally)

Re: The WIP Thread

Post by Angel-Neko_X »

New sprites of the Hotline U.A.C girls.

Elliot:
Image

Rick:
Image
User avatar
XCVG
Posts: 561
Joined: Fri Aug 09, 2013 12:13 pm

Re: The WIP Thread

Post by XCVG »

NeuralStunner wrote:
Nash wrote:Heh with all of these post nuclear projects going on, wonder how long before someone makes a Fallout mod for Doom (something I am surprised no one has done yet in last 21 years... considering "X in Doom" is such a popular thing around here...)
It probably doesn't count, but I've been thinking over how to properly do an (original) open-world adventure/RPG in GZDoom. The thing that's still holding me back is draw distance: Everything would have to be scaled down in order to make a reasonably large world within the map size limits, but looking across the entire thing is certain to tank framerate. The only solution I have is generous use of mountain ranges so there's some 1-sided lines between major areas.

Of course, custom AI is also a concern. If you outrun an enemy by miles it should stop trying to chase you, lest you have hundreds of enemies seeking you across the world, which will tank the ticrate in a hurry.

(Hey Nash, if you have some other ideas or are curious, go ahead and shoot me a PM.)
When I was building excessively large maps for Ascension Revolution, the problems I ran into weren't related to framerate but simply the map being too big. After a certain point, something goes wrong (rounding errors in the coordinate system, IIRC) and enemies can hit you from across the map. The nodebuilder also crashes, but you can get around that. Despite that, the test maps still ran okay as long as your hardware was half-decent.

There are other problems one might run into, and I though I hesitate to say it's impossible, it's an uphill battle all the way. Fundamentally, the Doom engine (and, if I recall correctly, any BSP-based engine) can't really do big open areas well.
Nash wrote:When I said Fallout in Doom, what I had in mind were more like, weapon mods or monster mods, I didn't think a full open world Fallout when I wrote that. =P But as you've already figured out, real open spaces are out of the question. The most "open" you could get within engine limits is if you were to design your levels like in Strife. I think that's a good compromise for the Doom engine. There will be lots of walls so you have to make up for it by giving the player the ILLUSION that the world is big - slower player speed, many maps inside 1 hub, etc etc. Not open world visually but conceptually.

I'll PM you some stuff I've been working on soon. :D
I think someone was making a Grand Theft Auto map that relied on buildings to break up the map. Much like the city maps in Doom II, only far larger in scale.
User avatar
Zanieon
Posts: 2059
Joined: Tue Jan 13, 2009 4:13 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Somewhere in the future
Contact:

Re: The WIP Thread

Post by Zanieon »

XCVG wrote:When I was building excessively large maps for Ascension Revolution, the problems I ran into weren't related to framerate but simply the map being too big. After a certain point, something goes wrong (rounding errors in the coordinate system, IIRC) and enemies can hit you from across the map. The nodebuilder also crashes, but you can get around that. Despite that, the test maps still ran okay as long as your hardware was half-decent.

There are other problems one might run into, and I though I hesitate to say it's impossible, it's an uphill battle all the way. Fundamentally, the Doom engine (and, if I recall correctly, any BSP-based engine) can't really do big open areas well.
You ran the problem of mapping beyond 32767 map units, after this amount your map will start to wrap around, monsters beyond the limits will attack the player in the other side of the map as if they was there as the engine starts to bug the collision checks and stuff of the kind.
XCVG wrote:I think someone was making a Grand Theft Auto map that relied on buildings to break up the map. Much like the city maps in Doom II, only far larger in scale.
Zeberpal's Doom Center
GENTEK
Posts: 673
Joined: Mon Aug 05, 2013 5:10 pm

Re: The WIP Thread

Post by GENTEK »

I will need help with this project... someone is interested! PM Me :D
Post Reply

Return to “Off-Topic”