The WIP Thread

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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

abbuw wrote:Alleyway. More buildings are gonna be done up.
Spoiler: Screenshots
Heh, gotta love that graffiti. Simple and direct!
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

abbuw wrote:Alleyway. More buildings are gonna be done up.
Spoiler: Screenshots
Can't wait to see how this map would look like with SSAO
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Re: The WIP Thread

Post by DoomKrakken »

I love that graffiti... so sarcastic. :)
The Zombie Killer wrote:
DoomKrakken wrote: If you could do this in DOOM as well, then that would be freaking awesome. :)
Unfortunately not ;-;
DOOM 4 isn't moddable to that extent, since just like BFG Edition the game code is compiled into the executable. The difference? DOOM 4's source code isn't available.
It sucks since modding DOOM 4 would've been fun
There's no way to decompile it to see the source code?
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Kinsie
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Re: The WIP Thread

Post by Kinsie »

DoomKrakken wrote:I love that graffiti... so sarcastic. :)
The Zombie Killer wrote:
DoomKrakken wrote: If you could do this in DOOM as well, then that would be freaking awesome. :)
Unfortunately not ;-;
DOOM 4 isn't moddable to that extent, since just like BFG Edition the game code is compiled into the executable. The difference? DOOM 4's source code isn't available.
It sucks since modding DOOM 4 would've been fun
There's no way to decompile it to see the source code?
Oh, my sweet summer child...
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InsanityBringer
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Re: The WIP Thread

Post by InsanityBringer »

even if there was a magical x64 decompiler that could use eldritch magic to produce workable C++ code from the probably mangled heavily by the compiler for optimization sake machine code of Doom IV, the resultant code would still be a mess, with every variable, function, and class name stripped away and the like. On something the scale of Doom IV, I seriously can't imagine a single person being able to process all that code and figure out what's what in a sane amount of time.
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

If only it was THAT easy to decompile game sources, we would already have a perfectly working Blood source port by now. :P
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Mikk-
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Re: The WIP Thread

Post by Mikk- »

Tried (and failed) to make my own bonfire sprite. I mean, its not that bad but it could be way better.

Image
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Trusty McLegit
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Re: The WIP Thread

Post by Trusty McLegit »

The Zombie Killer wrote:
DoomKrakken wrote: If you could do this in DOOM as well, then that would be freaking awesome. :)
Unfortunately not ;-;
DOOM 4 isn't moddable to that extent, since just like BFG Edition the game code is compiled into the executable. The difference? DOOM 4's source code isn't available.
It sucks since modding DOOM 4 would've been fun
What about this thing?
http://www.moddb.com/games/doom-4/downl ... plorer-v04
If we can extract the resources, shouldn't we also be able to modify them?
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Caligari87
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Re: The WIP Thread

Post by Caligari87 »

There's a significant difference between resources and code. Map/texture/sprite editors for Doom were showing up just weeks after the original release, but it took years of hacking (and the eventual release of the source code) to even be able to make minor state rearrangements to the actors behavior (via DeHackEd). The new Doom2016 codebase is probably over a billion times as large and complex as the original game, so it's no longer a "simple" matter of just changing bits and seeing what works.

8-)
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Re: The WIP Thread

Post by Kinsie »

There's also the subtle issue of the executable being scrambled to slow down people trying to remove the copy protection wrapper.
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Re: The WIP Thread

Post by leileilol »

another arne down!!!!!!!!!! the cleavage-free part of the cast is continuing to grow
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Gotta love that edgy hairs. Also she reminds me of someone from mega man legends.
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The Zombie Killer
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Re: The WIP Thread

Post by The Zombie Killer »



Made some significant improvements, it's still not perfect, but it's getting there.

Changes:
* Player's torso is now rotated, no need to interpolate between three different animations
* As a result of the previous change, reload animations (among others) now look correct while looking up or down
* Fixed glitchy behavior on stairs
* All weapons now use their "aim" animation in place of their "idle", to mimic the regular first-person animations
* Probably something else I forgot
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Re: The WIP Thread

Post by Nash »

Image

Implemented a save counter, to discourage save scumming. And because this is nicely saved along with the usual level stats, I can easily do ACS functions like GetSaveCount() to allow scripting stuff depending on the amount of times that character saved. >8D

Next up: optional "dead is dead" that will delete all saved games linked only to that specific character who died. For h4rdc0re players >8D
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Carbine Dioxide
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Re: The WIP Thread

Post by Carbine Dioxide »

I don't remember what game I played when I was younger, but it punished you if you saved to many times. I think it was Ico?

Resident Evil's ink ribbon save system always got to me. I usually have one left, so I have to make my saves count instead of short bursts of saving like I do in other games.
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