The WIP Thread

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Re: The WIP Thread

Postby GAA1992 » Fri Feb 22, 2019 8:47 am

potetobloke wrote:That rifle looks crispy, I hope the underbarrel GL is useable


It is! I just need to adjust the reloading animation for it, but it'll be done probably tonight :)
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Re: The WIP Thread

Postby SamVision » Sat Feb 23, 2019 1:34 am


Kind of how I imagined it.
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Re: The WIP Thread

Postby Lex Safonov » Sat Feb 23, 2019 10:08 am




I'm parsing SEQ-animation format on original PC version Powerslave. Convert probe you can see on screens)
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Re: The WIP Thread

Postby YukesVonFaust » Sat Feb 23, 2019 5:28 pm

Finally. some powerslave goodness.

is it far from released, lex?
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Re: The WIP Thread

Postby EmperorGrieferus » Sun Feb 24, 2019 12:16 am

I know, it's wrong topic for my question, but anyway.
Is this possible to convert any image format into COLORMAP format?
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Re: The WIP Thread

Postby NeuralStunner » Sun Feb 24, 2019 9:24 pm

EmperorGrieferus wrote:I know, it's wrong topic for my question, but anyway.
Is this possible to convert any image format into COLORMAP format?
A colormap is just a series of palette indices, like the Doom "flat" format. Unfortunately I've never been able to convert non-square images to flats with Slade, but it should be fine to make a 256x256 image and only use the first 33 rows.

It's better if your image editor can save as a "raw" image, but I use an old version of Paint Shop Pro, and I have no idea if newer programs will even do that.
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Re: The WIP Thread

Postby MaxRideWizardLord » Mon Feb 25, 2019 4:12 am

I wonder if it will feature goodies both from PC and PS1 version? There is a bit different weapons and their behavior.
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Re: The WIP Thread

Postby Gez » Mon Feb 25, 2019 8:06 am

NeuralStunner wrote:Unfortunately I've never been able to convert non-square images to flats with Slade, but it should be fine to make a 256x256 image and only use the first 33 rows.

A 256x34 graphic should be convertible to Doom flat format.
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Re: The WIP Thread

Postby Amuscaria » Mon Feb 25, 2019 4:38 pm

Nash wrote:Ported a C++ random dungeon algorithm to ZScript (the version 3 one), and cranked it to 11. :D





Sorcery! :O
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Re: The WIP Thread

Postby InsanityBringer » Mon Feb 25, 2019 11:21 pm

Image
I was never super happy with the way the default player ship model looked in Descent, it was nowhere near as cool as the ship you see in the cinematics, so I decided to try modeling a new one for Descent 2, since I've been toying around with my editing tools again. It works great in game:

Image

Making an actual model and importing it helped shake down many bugs in my export script, polymodel previewer, and importer, since in the past I always tested it with simple test data, so that was a nice experience.
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Re: The WIP Thread

Postby Project Dark Fox » Mon Feb 25, 2019 11:33 pm

The ship I think is called the Pyro-RX?

And indeed, it looks great! Hell, I'd say it belongs in the game with the rest of the madness abound in the game.
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Re: The WIP Thread

Postby InsanityBringer » Tue Feb 26, 2019 12:01 am

it's the Pyro-GX, probably my favorite ship from the series. the Pyro-GL from Descent 3 always looked really odd to me.

I'm still stupidly pleased with this model, it's a minor thing you'll only see a few times (when dying, when playing MP, or when escaping the mine, since d2x-rebirth can play descent 1 levels or through a hack enable escapes in descent 2 levels), but it looks so much nicer for those few times.
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Re: The WIP Thread

Postby Captain J » Tue Feb 26, 2019 12:21 am

Descentastic! Looks really promising and all. Nice to see that Pyro ship's model got improved as well. And honestly can't wait for more remade ship models of the game.
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Re: The WIP Thread

Postby NeuralStunner » Tue Feb 26, 2019 3:38 pm

Gez wrote:A 256x34 graphic should be convertible to Doom flat format.
Not sure why I never got this to work before. I went to try a dev build and conversion is broken entirely.
Spoiler:


On the plus side, I rolled back to a 3.1 build and the colormap converts just fine.
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Re: The WIP Thread

Postby Lex Safonov » Wed Feb 27, 2019 7:34 am

MaxRideWizardLord wrote:I wonder if it will feature goodies both from PC and PS1 version? There is a bit different weapons and their behavior.

On the PS1 version is a completely different system of ammo and lives. There are used "spheres" that replenish the ammunition for the weapon that is in the hands at the moment. Lives use "levels" - the ability to dial hp up to 200-300 units (depending on the level).
In the PC version, everything is absolutely the opposite, each weapon has its own ammunition. And instead of "life levels" - the ability to die in the game.
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