A way to achive headshots (demo attached)

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Expand view Topic review: A way to achive headshots (demo attached)

Re: A way to achive headshots (demo attached)

by Nash » Wed Mar 19, 2008 1:49 pm

Too bad bumping a two-year-old thread with a useless post is also a bad idea. :/

Re: A way to achive headshots (demo attached)

by Gendo » Wed Mar 19, 2008 8:02 am

man, this is groovy stuff, too bad it seems to be an abandoned idea :(

by Caligari87 » Tue Jan 03, 2006 10:35 am

http://forum.zdoom.org/potato.php?t=9047Here's a working URL for the wad. Don't use Doomguy's version.

And I've never seen any real amount of interest on the part of the people who would be using this to upgrade ZDoom (official, unofficial and GZDoom), so it's probably not going to happen.

8-)

by Ghostpilot » Tue Jan 03, 2006 6:25 am

*Curiosity bump*

by Caligari87 » Tue Aug 02, 2005 6:05 pm

Certainly, I just hope this idea is getting the proper attention (*coughgrafgrubberrandycough*)

8-)

by Phobus » Tue Aug 02, 2005 8:37 am

hmm, indeed it could. The articulated lorry was an example of somethingt that doesn't fit at all with a big square, as you'd either be able to hit the air around the sprite to effect it or be able to shoot straight through the side sprites.

by Lexus Alyus » Tue Aug 02, 2005 3:24 am

An articulated lorry made out of sprites? Why does that cunjor up a really crap image? :D.

As for the snake, that could be cool as like one of those old school bosses that gets smaller every time you damage it :D.

:twisted:

by Phobus » Mon Aug 01, 2005 1:04 pm

Could you use this to, say...

Make a monster that is very long, but not very wide (like a gigantic snake or something.) or perhaps an articulated lorry?

by Caligari87 » Mon Aug 01, 2005 11:46 am

The concept is similar to Voxels, but different. (I assume you've tried the demo)

Extending this to arms, legs, and the rest is what I had in mind. It would allow us unprecidented control over monsters, especially in the area of damaging.

8-)

by Phoenix » Wed Jul 27, 2005 11:18 pm

cause they're not The Future! (tm) :P

by Lexus Alyus » Wed Jul 27, 2005 7:05 am

Ya know, if this was included we could have seperate pieces of a monseer (leg, arm, head, etc...) that just rotate and move. This would reduce animation frames. Seccondly, this method can be used to change visual weapons being carried... this would mean that you would only require a few rotations of each weapon once thta can be used on all weapon carrying monsters/players :D.

Better yet, if you make the individual body pieces out of voxels, slam them together in the code for gameplay then you have full 3D monsters that don't require nimation frmes, woulds have smoothe animation (would be done in the code) and look as good as the voxels look! Better yet, if we could program hi-res voxels they could look as good as any model! Why are voxels underused, they have so much potential without the hassle of full on models...

Man, I need to learn to program fast, I have potential to create the best doom port ever! :D.

:twisted:

by Caligari87 » Tue Jul 26, 2005 10:47 pm

see editing forum...

8-)

by ace » Fri Jul 22, 2005 2:02 pm

FIX! FIX! :p

by Cutmanmike » Fri Jul 22, 2005 7:24 am

I think he's LYING!

by Skunk » Thu Jul 21, 2005 5:56 pm

Well! If this works the way it should... you could theoreticly have REAL ZOMBIE TERROR!

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