Heh, gotta love that graffiti. Simple and direct!abbuw wrote:Alleyway. More buildings are gonna be done up.Spoiler: Screenshots
The WIP Thread
- Captain J
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Re: The WIP Thread
Re: The WIP Thread
Can't wait to see how this map would look like with SSAOabbuw wrote:Alleyway. More buildings are gonna be done up.Spoiler: Screenshots
- DoomKrakken
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Re: The WIP Thread
I love that graffiti... so sarcastic.
There's no way to decompile it to see the source code?The Zombie Killer wrote:Unfortunately not ;-;DoomKrakken wrote: If you could do this in DOOM as well, then that would be freaking awesome.
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
- Kinsie
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Re: The WIP Thread
Oh, my sweet summer child...DoomKrakken wrote:I love that graffiti... so sarcastic.
There's no way to decompile it to see the source code?The Zombie Killer wrote:Unfortunately not ;-;DoomKrakken wrote: If you could do this in DOOM as well, then that would be freaking awesome.
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
- InsanityBringer
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Re: The WIP Thread
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.
Re: The WIP Thread
If only it was THAT easy to decompile game sources, we would already have a perfectly working Blood source port by now. :P
- Trusty McLegit
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Re: The WIP Thread
What about this thing?The Zombie Killer wrote:Unfortunately not ;-;DoomKrakken wrote: If you could do this in DOOM as well, then that would be freaking awesome.
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
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?
- Caligari87
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Re: The WIP Thread
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.
- Kinsie
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Re: The WIP Thread
There's also the subtle issue of the executable being scrambled to slow down people trying to remove the copy protection wrapper.
- leileilol
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Re: The WIP Thread
another arne down!!!!!!!!!! the cleavage-free part of the cast is continuing to grow
- Captain J
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Re: The WIP Thread
Gotta love that edgy hairs. Also she reminds me of someone from mega man legends.
- The Zombie Killer
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Re: The WIP Thread
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
Re: The WIP Thread
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
- Carbine Dioxide
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Re: The WIP Thread
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.
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.