[ON HOLD] Bumi: Real-Time Day/Night & Weather

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DOOMERO-21
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Re: [WIP] Real-time day/night and weather engine

Post by DOOMERO-21 »

Nice map and effects.
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RikohZX
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Re: [WIP] Real-time day/night and weather engine

Post by RikohZX »

Here's hoping the suggestions you made and the possibility of custom shaders are added one day, because you've already done a pretty damn amazing amount of work with what's there already, Nash. But at this point i'm just a parrot.
I'm not entirely sure on the legal factors involving the source, but keeping people from trying to use it for money or projects being open source doesn't sound too harsh, albeit the latter might drive certain mappers out there awry. That's just a guess, though.
skornedemon
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Re: [WIP] Real-time day/night and weather engine

Post by skornedemon »

Where are the rain sprites from?
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Nash
 
 
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Re: [WIP] Real-time day/night and weather engine

Post by Nash »

skornedemon: I drew them myself.
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noonecares
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Re: [WIP] Real-time day/night and weather engine

Post by noonecares »

Stormblade wrote:Hallelujah!
OUR ENGINE IS BETTER! NYAH NYAH! Build Engine users suck on it! Doom engine kicks some serious ass still and this right here is proof!
Man wtf, I had a bad day already, I don't need your help.. Oh well.. BUILD ENGINES ARE DA BEST, U CANT DENY DAT! May you be haunted by fatal errors 'til you start playing CoD from depression! :twisted: Ok now I feel better
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Enker
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Re: [WIP] Real-time day/night and weather engine

Post by Enker »

[HYPE INTENSIFIES]
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Peanut
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Re: [WIP] Real-time day/night and weather engine

Post by Peanut »

That flashlight, how does it work?
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Nash
 
 
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Re: [WIP] Real-time day/night and weather engine

Post by Nash »

The flashlight is done by firing a limited-range hitscan using [wiki]LineAttack[/wiki] every tic in ACS. Attach a dynamic light to the puff of the hitscan and boom, cheap/crappy looking flashlights in GZDoom. XD
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Hoodlook
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Re: [WIP] Real-time day/night and weather engine

Post by Hoodlook »

Looks amazing. This is probably what I've been looking for(real-time realistic lighting in GZDoom). Also, it's really awesome how you implimented unique clouds, geo-colliding rain, calender system(moon phases etc) and of course the real time lighting!!
Can't wait for the release!
Last edited by Hoodlook on Wed Nov 19, 2014 6:30 pm, edited 1 time in total.
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Hoodlook
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Re: [WIP] Real-time day/night and weather engine

Post by Hoodlook »

Nash wrote:The flashlight is done by firing a limited-range hitscan using [wiki]LineAttack[/wiki] every tic in ACS. Attach a dynamic light to the puff of the hitscan and boom, cheap/crappy looking flashlights in GZDoom. XD
I'm sure you would be able to use SidDoyle's dd_flashlight mod. It was made to be used with his Dark Doom mod but it works fine on it's own. Not to mention they look real nice.
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Tormentor667
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Re: [WIP] Real-time day/night and weather engine

Post by Tormentor667 »

Out of curiosity... is this aleady ready for release or using in one's own mods?
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Nash
 
 
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Re: [WIP] Real-time day/night and weather engine

Post by Nash »

Before I release 1.0 (and the source) I still have these left to do:

- Fog and haze
- Seasons
- Snowing during winter and snow buildup textures (progressively coating outdoor textures with layers of snow)
- Stars in the sky

Haven't had much free time to sit down and finish these lately...
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Enjay
 
 
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Re: [WIP] Real-time day/night and weather engine

Post by Enjay »

Nash wrote: - Snowing during winter and snow buildup textures (progressively coating outdoor textures with layers of snow)
And melting again later on?
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Nash
 
 
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Re: [WIP] Real-time day/night and weather engine

Post by Nash »

Actually... I'm not sure if I can actually make the snow transitional or if it will just be an instantaneous "flick" of textures. I haven't figured out the mechanics of making the textures fade between snowy and non-snowy... :S Haven't put much though into it yet to be honest, I just wanted to put snow-covered textures because Daggerfall had them...
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Enjay
 
 
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Re: [WIP] Real-time day/night and weather engine

Post by Enjay »

I assumed you were going to do it by having a series of increasingly snowy looking textures (ready made in a graphics program rather than having ZDoom blend them somehow) that you would switch to in turn as the snow was falling. Melting would then be done by running the texture sequence in reverse if the sun comes out/it rains/whatever.

I suppose an extension of the snow building up idea is puddles forming when it rains.
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