The WIP Thread

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Re: The WIP Thread

Postby wildweasel » Mon Dec 17, 2018 9:10 am

GreenLegacy wrote:


Looks pretty good! Though it's spelled "Descend", not "Decend" (it's correct on the smaller text, but not the larger text).
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Re: The WIP Thread

Postby GreenLegacy » Mon Dec 17, 2018 9:40 am

Looks pretty good! Though it's spelled "Descend", not "Descend" (it's correct on the smaller text, but not the larger text).


Fixed :D

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Re: The WIP Thread

Postby Talon1024 » Wed Dec 19, 2018 1:51 am

I've begun working on adding Doom64-style fade/glows to GZDoom. Unfortunately, it isn't quite working as expected, since flats that aren't in a sector with an additive colour defined seem to default to #808080. I really need help with this, since I can't for the life of me find where default values are assigned to the sector's SpecialColors array.
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Re: The WIP Thread

Postby doomfiend » Wed Dec 19, 2018 6:21 pm



our sonic mod / Resource pack is going to have universal capabilities killing enemies has points coming out based on Health pools, works for custom enemies etc, the video description will have a changelog we plan to do alot more and tribeam is currently working on making all the monitors in the dev map functional at the time of this video. only ring boxes worked.
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Re: The WIP Thread

Postby Captain J » Wed Dec 19, 2018 10:10 pm

Why, that's really splendid! Not sure if killing enemies with already-existing score giving script would be alright(rebel rumble does count, perhaps?), but yeah. That sounds promising!
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Re: The WIP Thread

Postby Ghastly » Thu Dec 20, 2018 8:52 am


Been playing around with making a grapple like the one in the Threewave CTF mod for Quake 1, 2 and 3. Figured I should get the jump on it for the RoE pack when the one in Doom Eternal comes out.

Still some technical things to figure out, like I want to allow the player to still double-jump while being pulled along for example, but overall I'm happy with how it's working so far.
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Re: The WIP Thread

Postby Ghost Prototype » Thu Dec 20, 2018 4:53 pm

Been tweaking headshots into an unrealistic execution. OOOOF :mrgreen:
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Re: The WIP Thread

Postby Ghastly » Fri Dec 21, 2018 12:33 pm


Still some slightly buggy behavior in spots and some more things I want to do (like making it retract back to the player when it detaches from something), but, uh, got that working.
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Re: The WIP Thread

Postby doomfiend » Sat Dec 22, 2018 8:41 pm

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Re: The WIP Thread

Postby Amuscaria » Sun Dec 23, 2018 8:39 pm

Ghastly wrote:


:shock:
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Re: The WIP Thread

Postby Tormentor667 » Wed Dec 26, 2018 9:01 am

Finally we are back on track. Check the first screenshots of the military base before Castle Wolfenstein

Entrance to the bunkers from where you will be able to enter Castle Wolfenstein


Castle Wolfenstein in the background is not only a canvas, it's sectors


The crashed airship in the snowy forest
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Re: The WIP Thread

Postby Vostyok » Wed Dec 26, 2018 9:48 am

Now, that is pretty.

Digging the atmosphere in those shots, Torm'.
Hopefully we can get some toasty phosphorus to warm us up after trudging around in all that snow.
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Re: The WIP Thread

Postby Scuba Steve » Wed Dec 26, 2018 11:00 am

Tormentor... when Ep3 is released, are you planning a release that incorporates all 3 episodes into one project?
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Re: The WIP Thread

Postby Captain J » Wed Dec 26, 2018 8:07 pm

I bet the filesize would be UBERLARGE when you merge 'em, but that should be fine and quick to download for people whom get tired of downloading one to one.

Anyway it's super golden to see you, Steve!! I'm still your action fan! I wonder what happened to Urban Brawl update we talked about a few years ago, tho? Just asking!
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Re: The WIP Thread

Postby AFADoomer » Wed Dec 26, 2018 11:09 pm

Captain J wrote:I bet the filesize would be UBERLARGE when you merge 'em, but that should be fine and quick to download for people whom get tired of downloading one to one.


Current dev build .pk3 weighs in at 573MB for me.
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