Intriguing developments

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Xaser
 
 
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Re: Intriguing developments

Post by Xaser »

A quick unofficial update with some even more intriguing news: Graf just merged the polyobject branch into the trunk a few minutes ago, or to say it in layman's terms, dynamic splitting is in (much quicker than I'd ever have expected, too).

Naturally, I had to test this out with a certain map just to see how well it works, and... well, see it for yourself.
ImageImage
ImageImage
These shots were taken from four completely different parts of the maze. No polyobject bleeding in sight in any of them. :)

For those not familiar with the map, it's a goofy boss battle featuring a scripted polyobject enemy (with Hitler's picture on it, naturally) that randomly zooms around a small maze. It wasn't a serious project so I originally created it knowing fully well that the polyobject would bleed all over the place as it weaves throughout the maze. As of Graf's latest commit, this is no longer the case. Damn good work, I must say. ;)

Also, huuuge thanks to Kate for compiling a test build for me to fiddle with. :P
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ZDG
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Re: Intriguing developments

Post by ZDG »

101% sure it's Turbocharched Arcade. :D
Anyway, it should be easier now, since it doesn't get randomly invisible/glitchy.
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Ceeb
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Re: Intriguing developments

Post by Ceeb »

Bonerific. :wub: To the polyobjectmobile!
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Jimmy
 
 
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Re: Intriguing developments

Post by Jimmy »

Wow, first vastly improved polyobjects, then the possibility of 3D floors in software - what next? Who knows, at this rate, we might even get Doomscript soon! :lol:
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phi108
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Re: Intriguing developments

Post by phi108 »

I was also wondering about all the cool new developments. I'm looking forward to a Wolf3D TC update with polyobjects, and with 3D floors, maybe even some accurate Quake map conversions (as well as more original projects). ZDoom will soon be able to emulate everything and more!
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Ceeb
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Re: Intriguing developments

Post by Ceeb »

As soon as we can have moving geometry that isn't infinitely tall, I'll squee.
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Shadelight
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Re: Intriguing developments

Post by Shadelight »

Ceeb wrote:As soon as we can have moving geometry that isn't infinitely tall, I'll squee.
SRB2 has this, but that game is so buggy it probably wouldn't fit well in ZDoom anyway. :P
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Zippy
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Re: Intriguing developments

Post by Zippy »

TorchedEthereal wrote:
Ceeb wrote:As soon as we can have moving geometry that isn't infinitely tall, I'll squee.
SRB2 has this, but that game is so buggy it probably wouldn't fit well in ZDoom anyway. :P
Theoretically the polyobject changes can be used to make a jump to moving sectors, but there's more rendering cases to handle I imagine and that doesn't go into touching the physics changes either.
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The Ultimate DooMer
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Re: Intriguing developments

Post by The Ultimate DooMer »

2-sided polyobjects already exist, you just can't jump on them while they're moving (or you get thrown off :p)

Great for doors on finitely-tall-3D-floor buildings though.
zuzma
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Re: Intriguing developments

Post by zuzma »

Oh hay guiz
Image

Damn 3D floors in software look awesome! :D
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Project Shadowcat
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Re: Intriguing developments

Post by Project Shadowcat »

If the geometry is kept relatively simple... oh, man, I've got some rebuilding to do. :D
zuzma
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Re: Intriguing developments

Post by zuzma »

:) Haha, I shouldn't have been so lazy by using cq75's 3D floor tutorial map. If I get around to it I'll break it nicely with my own map.
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Ceeb
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Re: Intriguing developments

Post by Ceeb »

3d floors in software say whut
Gez
 
 
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Re: Intriguing developments

Post by Gez »

If people missed it, Randy is currently taking the new polyobject code and changing it so that each polyobject carry its own mini BSP tree (thanks to the internal nodebuilder). If this jargon is abstruse to you, basically, it means that the last constraint of polyobject (convex shape) is being lifted. Now polyobjects can have any crazy shape you want.
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Ceeb
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Re: Intriguing developments

Post by Ceeb »

I... There's... There's no words for this.
Spoiler:
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