Page 1408 of 2057

Re: The WIP Thread

Posted: Fri Nov 28, 2014 11:43 am
by Captain J
very looking good so far, shivers! unless they're pretty thicker and big, though. i can't see anything right when those effects are surrounds me.

Re: The WIP Thread

Posted: Fri Nov 28, 2014 2:03 pm
by XCVG
Working on some back of the house stuff.
Spoiler:
I've got a tentative concept for this now. One episode of loosely connected maps. Dark urban fantasy theme with monster and weapon replacers. Tentative title: Life is not a Fairytale. Coming 2018.

Re: The WIP Thread

Posted: Sun Nov 30, 2014 1:02 pm
by Captain Ventris
Whacky technical question. Here's what I wanna do: Provide an item that opens a portal through which a player can travel to a certain level with an obnoxious level number that will never interfere with a standard mapset. Upon entering the portal, the current level number is saved, and at the end of the level accessed via the portal, they are sent to the level following the level they entered the portal on. This needs to work no matter what level set is being played so long as it has a standard level numbering scheme.

Example: Player is on map05. They enter the portal, taking them to mapXX. At the end of mapXX, they go to map06 because a script or something remembered where they had come from.

Is that even remotely possible? Is there some BS other way to add in 'extra' levels to a pre-existing level set like that? Also, would a different script be needed for Ultimate Doom map numbering?

Re: The WIP Thread

Posted: Sun Nov 30, 2014 2:21 pm
by DoomRater
I'm curious about a similar techical question: If I prebuilt the levels in question, is it possible to be able to warp to a player selected spot in another map?

Re: The WIP Thread

Posted: Sun Nov 30, 2014 4:32 pm
by XCVG
This should really be in the "How do I do x" thread, but whatever.

Creating the portal item is easy. Make an item that spawns a portal actor that runs its special on touch or use. I don't know if you can directly change levels from DECORATE, but you can make it call a script that changes level.

You should be able to create a global ACS script that runs on map start and stores the map number in a global variable. Then, when you enter the unnumbered map (using the portal), it can retrieve that information. You should be able to increment the map number and then go to the next map, but it may cause problems on episode transitions.

http://zdoom.org/wiki/GetLevelInfo
http://zdoom.org/wiki/LOADACS
http://zdoom.org/wiki/ChangeLevel
http://zdoom.org/wiki/Teleport_NewMap

Re: The WIP Thread

Posted: Sun Nov 30, 2014 11:58 pm
by Woolie Wool
Image

An ECWolf map made as a tribute to Sverre Kvernmo's Eternal Doom map Darkdome, complete with the trademark switch puzzle. It's actually even larger than the original Darkdome!

Re: The WIP Thread

Posted: Mon Dec 01, 2014 11:32 am
by Viscra Maelstrom
Darkdome in Wolfenstein 3D? y u do dis, Woolie? D:

Re: The WIP Thread

Posted: Wed Dec 03, 2014 8:04 pm
by FuzzballFox
Spoiler:
I actually DID some ART for once...holy shit

Re: The WIP Thread

Posted: Wed Dec 03, 2014 9:17 pm
by Captain J
Neat work, my art block is still pain in the ass. :(

Re: The WIP Thread

Posted: Wed Dec 03, 2014 10:16 pm
by leileilol
3dfx shader update, rewrote the filter process, tweaked the dithering close enough and moved the line code after the dither, gamma code after the filtering process. Looks more convincing now

Image

a zoomed in scene shows the torch is still quite sharp while the walls are blurry and you can hardly see any dither pattern (yes there is a very visible dither pattern before all this filtering)

to qoute the night arcer, "whore shack"

Re: The WIP Thread

Posted: Thu Dec 04, 2014 12:03 am
by raymoohawk
FuzzballFox wrote:
Spoiler:
I actually DID some ART for once...holy shit
nice :) so cute !

Re: The WIP Thread

Posted: Thu Dec 04, 2014 9:28 pm
by XCVG
Spoiler:
It's getting there...

Re: The WIP Thread

Posted: Fri Dec 05, 2014 11:50 pm
by Dark-Assassin
I think I have too many unfinished projects. Only 3 of them involves new maps.
Spoiler:

Re: The WIP Thread

Posted: Sat Dec 06, 2014 12:41 am
by NeuralStunner
dark-slayer-201 wrote:I think I have too many unfinished projects.
That's adorable. :P I've got 40+ easily, if you count projects that only have a plan sheet (and maybe a handful of graphics picked out).

Re: The WIP Thread

Posted: Sat Dec 06, 2014 2:27 am
by Dark-Assassin
I've still got plenty of ideas.