The WIP Thread
- StroggVorbis
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Re: The WIP Thread
@Lex Safonov
After having played Powerslave EX I understand what you mean, however I would describe it as similar to the energy tanks in the Metroid series
After having played Powerslave EX I understand what you mean, however I would describe it as similar to the energy tanks in the Metroid series
- Dr_Cosmobyte
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Re: The WIP Thread
I think the PSX levels architecture would be harder to emulate too. There are many passages which the player must blow up using barrels.
- wildweasel
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Re: The WIP Thread
That happens in the PC version, too, though.GAA1992 wrote:I think the PSX levels architecture would be harder to emulate too. There are many passages which the player must blow up using barrels.
- MaxRideWizardLord
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Re: The WIP Thread
All this is basically irrelevant. What I was wondering if it will have both weapons of PC and PS1 version. Like, can I have both Ring of RA weapon from PS1 and that one magical staff from PC version at the same time, and have the bracelet hand weapon being able to shoot both lightning and summon the thunderstorm wrath? While still being able to collect the PS1 upgradeble items like high jump, flying, etc?Lex Safonov wrote:On the PS1 version is a completely different system of ammo and lives. There are used "spheres" that replenish the ammunition for the weapon that is in the hands at the moment. Lives use "levels" - the ability to dial hp up to 200-300 units (depending on the level).MaxRideWizardLord wrote:I wonder if it will feature goodies both from PC and PS1 version? There is a bit different weapons and their behavior.
In the PC version, everything is absolutely the opposite, each weapon has its own ammunition. And instead of "life levels" - the ability to die in the game.
- Lex Safonov
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Re: The WIP Thread
I still think about it. The specifics of my work is a complete copy of the original game. So far at this stage it is difficult to say something. At the moment, weapons are just a test version. I focused entirely on the program, which can edit the animation data in the original game.MaxRideWizardLord wrote:All this is basically irrelevant. What I was wondering if it will have both weapons of PC and PS1 version. Like, can I have both Ring of RA weapon from PS1 and that one magical staff from PC version at the same time, and have the bracelet hand weapon being able to shoot both lightning and summon the thunderstorm wrath? While still being able to collect the PS1 upgradeble items like high jump, flying, etc?Lex Safonov wrote:On the PS1 version is a completely different system of ammo and lives. There are used "spheres" that replenish the ammunition for the weapon that is in the hands at the moment. Lives use "levels" - the ability to dial hp up to 200-300 units (depending on the level).MaxRideWizardLord wrote:I wonder if it will feature goodies both from PC and PS1 version? There is a bit different weapons and their behavior.
In the PC version, everything is absolutely the opposite, each weapon has its own ammunition. And instead of "life levels" - the ability to die in the game.
- TDRR
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Re: The WIP Thread
pls releas thisNash wrote:Ported a C++ random dungeon algorithm to ZScript (the version 3 one), and cranked it to 11.
Re: The WIP Thread
Made an ACS function to draw a line of actors between two things:
Using this for a mod I'm working on but someone else might find it useful. It also uses the distancez function I found on the ZDoom wiki, so be sure to include that.
Code: Select all
function void DrawLineBetweenThings(str lineactor, int thing1, int thing2, int sparsity, int height)
{
int x, y, z, loop1;
int dist = distancez(thing1, thing2);
int particlenum = (dist >> 16)/sparsity;
int xdiff = getactorx(thing1) - getactorx(thing2);
int ydiff = getactory(thing1) - getactory(thing2);
int zdiff = getactorz(thing1) - getactorz(thing2);
until (loop1 >= particlenum)
{
x = ((xdiff/particlenum)*loop1)+getactorx(thing2);
y = ((ydiff/particlenum)*loop1)+getactory(thing2);
z = ((zdiff/particlenum)*loop1)+getactorz(thing2);
SpawnForced(lineactor,x, y, z+height,0,0);
loop1++;
}
x = getactorx(thing1);
y = getactory(thing1);
z = getactorz(thing1);
SpawnForced(lineactor,x, y, z+height,0,0);
}
Code: Select all
function int distancez (int tid1, int tid2)
{
int len;
int y = getactory(tid1) - getactory(tid2);
int x = getactorx(tid1) - getactorx(tid2);
int z = getactorz(tid1) - getactorz(tid2);
int ang = vectorangle(x,y);
if(((ang+0.125)%0.5) > 0.25) len = fixeddiv(y, sin(ang));
else len = fixeddiv(x, cos(ang));
ang = vectorangle(len, z);
if(((ang+0.125)%0.5) > 0.25) len = fixeddiv(z, sin(ang));
else len = fixeddiv(len, cos(ang));
return len;
}
Re: The WIP Thread
Fully working character enchantments and effects system. Enchantments are containers for "effects" and effects are what really alters the character. List of effects will grow dynamically as more effects are added to an enchantment. Enchantments can be generated during run-time so it's possible to do some kind of crafting system where you can attach your own enchantments to items you equip. All stat changes from enchantments are also reflected on the character sheet here.
Here's what the Test Enchantment looks like:
Code: Select all
class TestEnchantment : LADCharacterEnchantment
{
Default
{
LADCharacterEnchantment.Name "Test Enchantment";
}
override void InitEffects(void)
{
AddEffect(TYPE_Encumbrance, 25);
AddEffect(TYPE_Strength, 1);
AddEffect(TYPE_Luck, -1);
}
}
- Marisa the Magician
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Re: The WIP Thread
I think Bethesda's games are influencing you way too much judging from all this terminology.
Re: The WIP Thread
What you making there Nash?
- Captain J
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Re: The WIP Thread
So the Enchantment can be added by any kind of affection like eating and get poisoned? Looks interesting if you ask me!
Re: The WIP Thread
Pretty happy with how stable this thing runs in coop. Even with saving, loading, traveling between levels, etc.
A poor man's Fallout New Vegas I suppose. =PSamVision wrote:What you making there Nash?
Yes. The whole point of the system was added because I thought that hard-coding "if player equips backpack, add 25 to max encumbrance", "if player equips this armor, add 3 to speed" ... is a very bad way to solve the problem, from a programming point of view. So instead I wrote a complete "enchantment" system so that I can speedily apply stat buffs and debuffs to any item.Captain J wrote:So the Enchantment can be added by any kind of affection like eating and get poisoned? Looks interesting if you ask me!
The "Enchantment" terminology is only internal and it can be called whatever the developer wants, because the necessary strings are exposed through LANGUAGE. I just chose the word "Enchantment" because it looks better than "Buff", "StatBonus", etc... =P
- InsanityBringer
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Re: The WIP Thread
a bunch of descent explodey boys, using the original textures. Figured I'd give it a try while playing with "upgraded" models. I had originally wanted to keep these within a sane 90's polygon budget, but I kinda failed hard on that tbh. All of them are below 100 faces, but the original models only ever cap out at 37 faces... and that's with faces sliced up by BSP, I don't want to think of what a BSP builder would do to the polycount on my models...
I need to pull out Descent 3's assets and examine them closer, I'm wondering if this fits within a late 90s polygon budget where z-buffering was starting to be normal so the models don't even need to be sliced up anymore.
Re: The WIP Thread
Daggerfall with guns!Nash wrote:A poor man's Fallout New Vegas I suppose. =P