Search found 154 matches

by Virgil
Mon May 20, 2013 8:46 pm
Forum: Creation, Conversion, and Editing
Topic: [GZDoom/Blender 2.79] MD3 Export, Size Reference Template
Replies: 61
Views: 35696

Re: [GZDoom/Blender 2.66a] MD3 Export, Size Reference Templa

I still plan to revisit the GZDoom engine for map design, so I am very much interested in this. However...

I can't download any of the scripts/files, because the links are dead. :(
by Virgil
Fri May 09, 2008 5:35 pm
Forum: Gameplay Mods
Topic: Coop Marines v1.66 - 11/11/09
Replies: 142
Views: 25662

Re: "Coop-Bots" Friendly decorate actors

Hah, what do you know. I looked up 'bot' a while ago and after 5 completely irrelevant definitions I quit on that boy. NOW THAT IS THAT! The following is taken straight from the official wiki (http://en.wikipedia.org/wiki/Computer_game_bot): "A bot, most prominently in the first person shooter PC ...
by Virgil
Fri May 02, 2008 5:18 pm
Forum: Gameplay Mods
Topic: Coop Marines v1.66 - 11/11/09
Replies: 142
Views: 25662

Re: "Coop-Bots" Friendly decorate actors

For anyone who is calling these bots/AI, they are NOT! These actors lack certain fundamental properties that would classify these as bots/player simulations: 1) They cannot pick up and benefit from items 2) They do not all start with a pistol or retain weapons from previous levels 3) Their death is ...
by Virgil
Thu Apr 24, 2008 1:10 pm
Forum: Editing (Archive)
Topic: [GZDOOM] Advanced dynamic light manipulation
Replies: 16
Views: 2392

Re: [GZDOOM] Advanced dynamic light manipulation

I mean, if I have 50-100 sectors in, say, a 128*128 grid (yes, that will probably happen sooner or later, and more than once), then I can't even begin to imagine what it would take (if at all possible) to add advanced, irregular-shaped and smooth sector-based lighting to that. And by that I mean at ...
by Virgil
Wed Apr 23, 2008 5:25 pm
Forum: Editing (Archive)
Topic: [GZDOOM] Advanced dynamic light manipulation
Replies: 16
Views: 2392

Re: [GZDOOM] Advanced dynamic light manipulation

I see.. So the more surfaces a light illuminates, the more resources that takes to render. Makes sense. Unfortunately, I was planning to have quite a few surfaces per light source. probably one source ulliminating anywhere from 10-100 sectors/lines on average. Either way, I will probably have to ...
by Virgil
Tue Apr 22, 2008 2:53 pm
Forum: Editing (Archive)
Topic: [GZDOOM] Advanced dynamic light manipulation
Replies: 16
Views: 2392

Re: [GZDOOM] Advanced dynamic light manipulation

Graf Zahl wrote: That shouldn't be too bad as long as the lights' radius isn't too large.
Yeah, I am thinking of having entire rooms be nothing but dynamic light (no more sector-based lighting). Does this mean that one 255-radius dynamic light would slow down the game more than 4 64-radius dynamic lights?
by Virgil
Tue Apr 22, 2008 3:05 am
Forum: Editing (Archive)
Topic: [GZDOOM] Advanced dynamic light manipulation
Replies: 16
Views: 2392

Re: [GZDOOM] Advanced dynamic light manipulation

Are we talking.. "Nuke your duo core 2.0 with 2GB RAM and brand new gfx card"-kind? Or at least the "nuke-most-PC's" kind? I am not planning on having over 20 on screen at the same time, but I am planning on well over 100 different dynamic lights in a map at any given time.
by Virgil
Tue Apr 22, 2008 12:44 am
Forum: Editing (Archive)
Topic: [GZDOOM] Advanced dynamic light manipulation
Replies: 16
Views: 2392

Re: [GZDOOM] Advanced dynamic light manipulation

Awesome! I suspected as much, just wanted to be sure. Thanks. :)

So basically, with some clever manipulation from scripts, dynamic lighting in GZDOOM can accomplish everything modern FPS engines can, save the dynamic shadows...
by Virgil
Mon Apr 21, 2008 8:03 pm
Forum: Editing (Archive)
Topic: [GZDOOM] Advanced dynamic light manipulation
Replies: 16
Views: 2392

[GZDOOM] Advanced dynamic light manipulation

I wish to know if it is at all possible to remove/spawn/manipulate GZDOOM's dynamic light objects using ACS scripting. Also, I wish to know the depth to which they can be manipulated. For example, can I use Thing_Remove on thing 9800 ("Point Light") if it has a non-zero TID without breaking the game ...
by Virgil
Mon Apr 21, 2008 7:52 pm
Forum: Abandoned/Dead Projects
Topic: [WIP] Space Fragments
Replies: 26
Views: 2757

Re: [WIP] Space Fragments

Well, the other reason I asked about hardware was that I am now planning to make Claust 2 for GZDOOM and am going to probably heavily abuse dynamic lighting (dynamic light sources, etc.) and sloped/translucent 3d floors. So, yeah... I want to get an idea of how many people would also be able to run ...
by Virgil
Wed Apr 09, 2008 4:07 pm
Forum: Abandoned/Dead Projects
Topic: [WIP] Space Fragments
Replies: 26
Views: 2757

Re: [WIP] Space Fragments

I guess I should be more specific (hopefully without giving anything away). I'd like to know if most of you can run a ZDOOM map with obscene amounts of enemies and detail without ever going below 30FPS. I'm talking like Vrack 2-type detail MINIMUM (not counting all the slopes and ZDOOM special ...
by Virgil
Fri Apr 04, 2008 2:13 pm
Forum: Abandoned/Dead Projects
Topic: [WIP] Space Fragments
Replies: 26
Views: 2757

Re: [WIP] Space Fragments

I probably know the answer to this already, but do any of you ever use a horrendously outdated PC to play? By today's standards, I'm talking like, below a P4 or below 512MB RAM and a graphics card with less than 64MB. I am asking this because I am foreseeing that, at certain points in these levels ...
by Virgil
Wed Apr 02, 2008 2:01 am
Forum: Abandoned/Dead Projects
Topic: [WIP] Space Fragments
Replies: 26
Views: 2757

Re: [WIP] Space Fragments

NiGHTMARE wrote:I've also come up with something that looks a little better when used on the floor:
I've tried it out and it does look better in a lot of the cases (especially the green).
by Virgil
Tue Apr 01, 2008 1:02 pm
Forum: Abandoned/Dead Projects
Topic: [WIP] Space Fragments
Replies: 26
Views: 2757

Re: [WIP] Space Fragments

'Sup N.B. I hope you don't mind that I am using one of your texture wads; your textures are usually too l33t NOT to use. I usually intend the floors and walls to look alike some of the time, in order to further (slopes only do so much) blur the distinction between the two. But that is a nice-looking ...
by Virgil
Tue Apr 01, 2008 1:45 am
Forum: Abandoned/Dead Projects
Topic: [WIP] Space Fragments
Replies: 26
Views: 2757

Re: [WIP] Space Fragments

The wad's total size will probably be more than 15MB, possibly more than 20. There will be quite a bit of .OGG music in it, and what not. Also, without giving anything away (those that know me, I never do, you find out at release time), there will be one fundamental change in the gameplay mechanics ...

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