RaveYard wrote:Thanks to the jit, it's somewhat playable. The other issue is the sheer amount of blocks. If only it were possible to create models during runtime... that would make things much smoother (a fork, perhaps?)
Also loading saved games is a problem, because I end up with duplicate thinkers for some reason
Use an EventHandler instead of a StaticEventHandler. The former is tied to the game state, the latter is not.
Re: The WIP Thread
Posted: Sun Dec 02, 2018 6:08 am
by Lex Safonov
Another game and util map2wad)
Re: The WIP Thread
Posted: Mon Dec 03, 2018 2:45 am
by doomfiend
Still trucking along. Not sure exactly what zones I wanna add and what not, Originally I was gonna have 1 map dedicated to one zone in all of the classic games. but doing it alone would be way to ambitious. (as i've still yet to release my ghz demo which I might include this map if I get around doing that heh)
Re: The WIP Thread
Posted: Mon Dec 03, 2018 3:33 am
by YukesVonFaust
Lex Safonov wrote:Another game and util map2wad)
"Damn, those demon bastards are gonna pay for Doom-ing up my ride!"
(can't resist)
also, a proper Duke 3D Map Conversion? finally. about time.
Re: The WIP Thread
Posted: Mon Dec 03, 2018 7:12 am
by Dark-Assassin
Nice, though you are probs going to have competition with Tribeam.
I bet the spiral staircase and projector room aren't done properly though.
Re: The WIP Thread
Posted: Tue Dec 04, 2018 1:49 am
by Captain J
Really nice, smooth and yet flawless Duke 3D adaptation! Minus some flaws like Laser Trip Bomb, Pig Cop does not play shotgun coking sound effect after firing, it's totally flawless!
Re: The WIP Thread
Posted: Tue Dec 04, 2018 1:50 am
by Tribeam3rd
I rise from the dead once again to show off some stuff...again...
Anyway, I too am working on a Duke3d mod, Zandronum compatable.
But mine differs in that, you use a grp2pk3 converter I made, that converts your legit copy of the Duke3d.grp, converting damn near all the asset, to ZDoom compatable formats and packed into a pk3.
I also made a Map2UDMF converter, but its no where near as complete as yours, and is very glitchy, as you'll see in the second video
Videos:
Spoiler:
Here is a showcase of the mod that the grp2pk3 converter spits out:
its still pre-alpha stage at this point and a lot of stuff needs to be added/tweaked
And here is a laughable showcase of my Map2UDMF converter:
Thanks to DoomFiend for hosting these on his youtube.
Thanks to Dark-Assassin for helping with some of the haul of the mod/decorate coding.
Made a 3D word processor in zscript, newlines also work, might add a wave effect too cause why not.
Re: The WIP Thread
Posted: Sun Dec 09, 2018 3:29 am
by ImpieTwo
More progress on this dumb little thing: boss fights against Joe P. Cox and Emil's armored van.
Re: The WIP Thread
Posted: Sun Dec 09, 2018 4:20 am
by Captain J
You... You somehow made the Van work! That's super impressive! And now, i honestly can't wait for the release of this mod. Heh.
Re: The WIP Thread
Posted: Sun Dec 09, 2018 7:52 am
by Cherno
I would love a Robocop TC, although I'm not sure how much fun the gameplay would be with Robo's single gun. I see that you went for a more cartoony style, but you used some Kingpin textures so maybe my Kingpin character sprites could come in handy as well for the bad guys.
There was a game called Robocop 3 on Amiga and other systems, it was released in 1991 and features first-person 3d graphics (very primitive), almost like a proto-FPS. It could serve as inspiration for the TC's story and levels.
If I find a 3d model of ED-209, I might create some renders for a sprite from it.
Re: The WIP Thread
Posted: Sun Dec 09, 2018 9:01 am
by HorrorMovieRei
I love how it's turning out! I like the idea of the van dropping bad guys from the back in the middle of the fight too.
Regarding the ED-209, reminder that LilWhiteMouse made a pretty fancy ED-209 with segmented parts and stuff.