Search found 257 matches

by Indecom
Fri Feb 26, 2021 6:54 pm
Forum: Game Engines
Topic: DopeFish: WadLoader for GameMaker Studio 2
Replies: 4
Views: 5743

Re: DopeFish: WadLoader for GameMaker Studio 2

Thanks for clearing that up and getting this into the right location. Quick update, I've updated the pre-orders to pay what you want for anyone interested but also broke. Donations are of course welcome, as I am also broke haha
by Indecom
Sun Feb 21, 2021 2:18 am
Forum: Game Engines
Topic: DopeFish: WadLoader for GameMaker Studio 2
Replies: 4
Views: 5743

Re: DopeFish: WadLoader for GameMaker Studio 2

That makes sense, I put it here though because it's not really a port, and qualifies under the "other projects" tag, unless a mod feels otherwise, in which case feel free to move it.
by Indecom
Thu Feb 18, 2021 5:20 pm
Forum: Game Engines
Topic: DopeFish: WadLoader for GameMaker Studio 2
Replies: 4
Views: 5743

DopeFish: WadLoader for GameMaker Studio 2

DopeFishPreorderBanner.png Pre-order on itch.io! #BRANDING :P DopeFish is the only full GML Doom/Heretic map loading system for GMS2.3+ (so far as I'm aware) So what does DopeFish do? DF reads wad files straight from within your GameMaker project, and interprets the data that they contain, the ...
by Indecom
Tue Oct 29, 2019 1:40 pm
Forum: Tutorials
Topic: Materials (PBR, Specular, Normal maps)
Replies: 107
Views: 37958

Re: Materials (PBR, Specular, Normal maps)

specular glossiness workflow already exists, just read through the first page of this thread for information on how to use spec and normals instead.
by Indecom
Sat Apr 13, 2019 6:26 am
Forum: Assets (and other stuff)
Topic: Specific Shader Question
Replies: 2
Views: 461

Re: Specific Shader Question

Ok. Thank you for your help.
by Indecom
Sat Apr 13, 2019 2:18 am
Forum: Assets (and other stuff)
Topic: Specific Shader Question
Replies: 2
Views: 461

Specific Shader Question

Hey guys, I need a hand with something. I've seen shaders where someone was able to override a previously defined function, such as ProcessMaterial, in the case of parallax mapping shaders. I'm trying to figure out if I can override the ProcessMaterialLight function with my own version. It's ...
by Indecom
Fri Apr 12, 2019 11:36 am
Forum: TCs, Full Games, and Other Projects
Topic: WIP: Tremors
Replies: 10
Views: 3152

Re: WIP: Tremors

Experimenting more with weapons and models.

I set up an advanced material node in Blender that will render all of the images I need to make more weapons easily, so I'm pretty pleased with myself. Lol





More here:
https://imgur.com/a/cjelZfG
by Indecom
Thu Apr 11, 2019 5:11 pm
Forum: Code Submissions
Topic: UPDATE: Variable Dyn Light Brightness
Replies: 20
Views: 14631

Re: UPDATE: Variable Dyn Light Brightness

I added them as CVars because I've been in communication with many of the GZDoom developers who suggested it. My goal is to make this so that the end user doesn't have to do any calibration whatsoever. It will all be author side settings that in the end will be set for the end user to not have to ...
by Indecom
Thu Apr 11, 2019 4:10 am
Forum: Code Submissions
Topic: UPDATE: Variable Dyn Light Brightness
Replies: 20
Views: 14631

Re: UPDATE: Variable Dyn Light Brightness

Oh this is far from ready for submission. I have a lot of work left to do. I've only committed it to my own git branch as a way of backing up my work. I'll take a look at that link and see how I'll need to do it when I'm actually ready for a pull request.
by Indecom
Thu Apr 11, 2019 2:45 am
Forum: Code Submissions
Topic: UPDATE: Variable Dyn Light Brightness
Replies: 20
Views: 14631

Re: UDMF Variable for DynLight Brightness

It's been a couple of days and I've been cracking away at this task even further. Turns out that setting up a new UDMF var for this is redundant. I've gone through the source code and altered the clamping values for dynamic light sources both while reading lights from the wad/pk3/and so on, but also ...
by Indecom
Wed Apr 10, 2019 4:18 pm
Forum: TCs, Full Games, and Other Projects
Topic: WIP: Tremors
Replies: 10
Views: 3152

Re: WIP: Tremors

I've just uploaded another video showcasing the lighting formulas in our custom build of GZDoom. Not only is it possible to toggle between classic and natural but you can also further modify the look of the lighting to suit your tastes using an attenuation coefficient to get the perfect look for ...
by Indecom
Mon Apr 08, 2019 7:09 pm
Forum: TCs, Full Games, and Other Projects
Topic: WIP: Tremors
Replies: 10
Views: 3152

Re: WIP: Project Tremors

Thanks Dwailing! For you kindness, you get a youtube video demonstrating the work I put into rewriting a portion of GZDoom's lighting engine. 5EzXWjVcXVU I spent the last couple of days rewriting how GZDoom handles lights. Both at the shader level, and at the source code level. There's no longer a ...
by Indecom
Sun Apr 07, 2019 12:26 am
Forum: Code Submissions
Topic: UPDATE: Variable Dyn Light Brightness
Replies: 20
Views: 14631

Re: Overbright Dynamic Lights

So with some help from our resident doomgal, Rachael, we've managed to implement most of what is needed to get light brightness added into the system. The only thing we're missing is the UDMF parsing of the variable, and then creating a custom table in GZDBuilder for the variable. As you can see ...
by Indecom
Sat Apr 06, 2019 10:12 pm
Forum: TCs, Full Games, and Other Projects
Topic: WIP: Tremors
Replies: 10
Views: 3152

Re: WIP: Project Tremors

It's just one of YouTube's free audio tracks. It's the only one they had that was "close" to the audible aesthetic that I wanted haha. Generally speaking I want something darker and more Gothic, but beggars can't be chooser. haha
by Indecom
Sat Apr 06, 2019 7:52 pm
Forum: TCs, Full Games, and Other Projects
Topic: WIP: Tremors
Replies: 10
Views: 3152

Re: WIP: Project Tremors

Hey guys, I figured I'd give you all a look at some of the materials that I'm putting together for this project to give you some kind of feeling of the direction it's taking:



The music is not final.

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