The WIP Thread

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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Nice delicious bullet bars! They looks flawlessly merged and zscript seems doing really great!
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

DenisBelmondo wrote: It's nearly impossible to get a good screenshot though because Super.Tick() persists even with freeze on,
I noticed this also in the early days of ZScript but wasn't sure whether to bug-report it or not. I think it's a bug, because the freeze command freezes other Actors.
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kodi
 
 
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Re: The WIP Thread

Post by kodi »

Does it matter if super.tick() is called before rather than after the customized stuff?
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scalliano
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Re: The WIP Thread

Post by scalliano »

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Viscra Maelstrom
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Re: The WIP Thread

Post by Viscra Maelstrom »

oooh, that looks familiar. and do my ears deceive me, or doesn't that music sound slightly... different?
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scalliano
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Re: The WIP Thread

Post by scalliano »

Yeah, it's different. I normally make house/techno, so jacking Hodges' instruments was a bit out of my comfort zone :P
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Cherno
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Re: The WIP Thread

Post by Cherno »

So, yeah... Doom Noir.

Image

Image

Does anyone know where to find that combined key/skullkey icon graphic in the hud? I checked the entire Ultimate Doom Wad and couldn't find it.

Also, I have to find a way to make everything show up fullbright without using colormaps.

EDIT:

From my post in the How do I... thread:
Solved my problem with achieving a fullbright look. I just edited DECORATE to give the player a custom Infrared powerup at game start which has an almost-infinite duration (about two years, which should be enought to finish most levels ;) )
I also had to write a custom playerspawn for it but that was no biggie as I just inherited from the Doom marine and added the powerup to the Player.StartItem list.
DECORATE:

Code: Select all

actor DoomPlayerNoir : DoomPlayer
{
	Player.StartItem Pistol
	Player.StartItem Fist
	Player.StartItem "Clip", 50
	Player.StartItem InfraredNoir 1
	
	
}

actor InfraredNoir : Infrared
{
  powerup.duration 0x7FFFFFFD
}
MAPINFO:

Code: Select all

GameInfo
{
   PlayerClasses = "DoomPlayerNoir"
}
Edit2: Dang, the player only spawns when a map is loaded by the console or cheat, or when starting a campaign. When a map is loaded after exiting the previous one, the items are not added (makes sense, otherwise the player would get 50 bullets every time he completes a map).
Last edited by Cherno on Sun Apr 09, 2017 4:54 pm, edited 3 times in total.
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wildweasel
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Re: The WIP Thread

Post by wildweasel »

That graphic is actually in the ZDoom pk3, if I remember right.
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scalliano
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Re: The WIP Thread

Post by scalliano »

"Beeeeeeeeeeeeeeee...CHK!"

"Beeeeeeeeeeeeeeee...CHHHHGGHGHJLGHLKJHGHLJKGJLKGHJLKLJH ..."


Ah, the good oul' Speccy. I miss those days.

That looks phenomenal, even better than that EGA palette hack from a few years ago.
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Arctangent
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Re: The WIP Thread

Post by Arctangent »

Cherno wrote:Also, I have to find a way to make everything show up fullbright without using colormaps.
Brightmaps could do the trick, I'd imagine.

Extremely tediously, but still.
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DenisBelmondo
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Re: The WIP Thread

Post by DenisBelmondo »

Nash wrote:I noticed this also in the early days of ZScript but wasn't sure whether to bug-report it or not. I think it's a bug, because the freeze command freezes other Actors.
Yeah I was totally thinking the same thing. I suppose the ability to let the actor tick-tock even during freeze is nice to have in the modder's hands, but I hope there'll be a Super.TickObeyFreeze() or something like that. I would guess that would be much better than encouraging the modder to include a freeze check as a constituent of ZScript Good Practices.
kodi wrote:Does it matter if super.tick() is called before rather than after the customized stuff?
I remember trying that during the initial trial-and-error phase of this mini mod and it didn't do anything unfortunately :/


Anyway, here's a screenshot that I thought was cool. I have two separate routines for actor and particle based trails since the actor trails get really demanding if there's too many in the level at once. These are the particles:
Spoiler:
If you can't see it, there's a color gradient effect on 'em too. I'm trying to make the particles look almost as good as the actor based ones so there's less of a trade-off.
Last edited by DenisBelmondo on Sun Apr 09, 2017 1:27 pm, edited 1 time in total.
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DoomKrakken
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Re: The WIP Thread

Post by DoomKrakken »

scalliano wrote:
I wonder what would happen if you continued pestering the lady in the seat...
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Cherno
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Re: The WIP Thread

Post by Cherno »

Arctangent wrote:
Cherno wrote:Also, I have to find a way to make everything show up fullbright without using colormaps.
Brightmaps could do the trick, I'd imagine.

Extremely tediously, but still.
Yeah, I guess that's one way to do it. So far, I have experimented with setting each map sector brightness to 255 but I don't think there's a way to let this happen automatically.
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kodi
 
 
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Re: The WIP Thread

Post by kodi »

Image
Anyone know why I get those ugly flickering black splotches everywhere whenever I attempt to render sprites in blender?
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Cherno
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Re: The WIP Thread

Post by Cherno »

Maybe it has something to do with the lighting setup? Try to set the ambient to max and disable any scene lights. If the problem persists, it's probably not related to (directional)lighting.

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