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Re: The WIP Thread

PostPosted: Mon Nov 03, 2014 7:29 pm
by XCVG
Added a few bits. I'll probably change the skybox once I find a nicer one, or maybe I'll go 3D. Still need to finish the lobby, add more stuff to the dance floor, add a bar and back of the house stuff, add more stairs and handicapped access... yeah, it's nowhere near done.

Spoiler:

Re: The WIP Thread

PostPosted: Tue Nov 04, 2014 3:14 am
by Sgt. Shivers
EDIT: OLD

Working on a character mod. You're a pretty OP rambo type Triad Enforcer, have fun!

Re: The WIP Thread

PostPosted: Tue Nov 04, 2014 3:49 am
by Captain J
hell, i really hope i can controll the general darian or NME if you can make it more.

Re: The WIP Thread

PostPosted: Tue Nov 04, 2014 5:00 am
by edward850
There we go. Visible network dup conditions:
Image
Plus, it dynamically updates to a live player count. So, for example, 255 players:
Image
And it's mathematically calculated from class constants, so it's very easy to add other engine modes. For example, Doom64 at 30Hz:
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Or even Wolf3D at 70Hz (Hey Blzut3, finish ECWolf-P2P!):
Image

The message sizes assume 10 bytes per frame to and from each player, and the latency counters assume a maximum number of buffered tics (17). Both also controllable constants, but I don't really have any other numbers to use yet, except for Vanilla Doom, which thanks to the lack of any sort of compression, I even know its exact message size:
Image

The philosophy behind all this being that a feature like dup doesn't need any sort of tooltip or explanation if the end user can plainly see what it's going to do.

Re: The WIP Thread

PostPosted: Tue Nov 04, 2014 7:57 am
by Kinsie
Opened the Reelism source files for the first time since June (goddamn classes...). I'm honestly having trouble figuring out where to resume.

Re: The WIP Thread

PostPosted: Tue Nov 04, 2014 5:16 pm
by leileilol
That's how I felt after not working on Engoo since 2010

and then I did a little thing like a textured particle system and suddenly functions and code structure of the whole thing started coming back to me

Re: The WIP Thread

PostPosted: Tue Nov 04, 2014 5:33 pm
by Snarboo
Am I the only person that writes horribly verbose comments? :p I've opened a few mods from a couple years ago and I could still mostly follow what I was doing.

Re: The WIP Thread

PostPosted: Tue Nov 04, 2014 5:35 pm
by Sgt. Shivers
https://dl.dropboxusercontent.com/u/141866421/ROTTClass/RIH.wad
Updated with new character sprites, thanks Captain J!

Re: The WIP Thread

PostPosted: Tue Nov 04, 2014 5:43 pm
by leileilol
Snarboo wrote:Am I the only person that writes horribly verbose comments? :p I've opened a few mods from a couple years ago and I could still mostly follow what I was doing.



I try to be verbose when I can but I do have a bad habit of typing "// leilei -" everywhere and using crazy random variable names instead of letters or sensible names.

Re: The WIP Thread

PostPosted: Tue Nov 04, 2014 5:44 pm
by Marisa Kirisame
In my case it's more about being disgusted by how I used to write. I've never had problems with being unable to understand my old code, it's just that I change my style a lot while I learn more.

Re: The WIP Thread

PostPosted: Tue Nov 04, 2014 8:11 pm
by Mikk-
I've started working on the Axe for my Hexen Mod, added a throwing attack. The projectile comes back after a few cycles.

Re: The WIP Thread

PostPosted: Tue Nov 04, 2014 9:05 pm
by XCVG
A tiny bit more geometry and overuse of OpenGL lights.

Image

Image

Image

I might change to DOOM 2 as a base instead of Ultimate Doom, because more textures.

Re: The WIP Thread

PostPosted: Tue Nov 04, 2014 10:58 pm
by Nash
leileilol wrote:using crazy random variable names instead of letters or sensible names.


Code: Select allExpand view

int heh
;
bool lol;
float fuck;
 



me all the time

Re: The WIP Thread

PostPosted: Wed Nov 05, 2014 4:03 am
by Marisa Kirisame
back when I did UT modding full-time I had this habit of calling a lot of variables tim_<action>. (i.e.: tim_smokes)

Re: The WIP Thread

PostPosted: Wed Nov 05, 2014 12:09 pm
by AdamMasterArt
Woolie Wool wrote:http://diehardwolfers.areyep.com/bunker/mapedtips.htm
http://diehardwolfers.areyep.com/bunker/bjdesign.htm

These are the two most authoritative guides to Wolfenstein mapping.

As for editors, http://diehardwolfers.areyep.com/bunker/editors.htm is a list of them. If you plan to map for ECWolf, you will need to use WDC.


Would you mind if I can borrow a few of your map designs from your ECWolf Tech Demo for my mlp wolf3d mod?