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Re: The WIP Thread

Posted: Fri Feb 22, 2019 7:47 am
by Dr_Cosmobyte
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 :)

Re: The WIP Thread

Posted: Sat Feb 23, 2019 12:34 am
by SamVision

Kind of how I imagined it.

Re: The WIP Thread

Posted: Sat Feb 23, 2019 9:08 am
by Lex Safonov



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

Re: The WIP Thread

Posted: Sat Feb 23, 2019 4:28 pm
by YukesVonFaust
Finally. some powerslave goodness.

is it far from released, lex?

Re: The WIP Thread

Posted: Sat Feb 23, 2019 11:16 pm
by EmperorGrieferus
I know, it's wrong topic for my question, but anyway.
Is this possible to convert any image format into COLORMAP format?

Re: The WIP Thread

Posted: Sun Feb 24, 2019 8:24 pm
by NeuralStunner
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.

Re: The WIP Thread

Posted: Mon Feb 25, 2019 3:12 am
by MaxRideWizardLord
I wonder if it will feature goodies both from PC and PS1 version? There is a bit different weapons and their behavior.

Re: The WIP Thread

Posted: Mon Feb 25, 2019 7:06 am
by Gez
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.

Re: The WIP Thread

Posted: Mon Feb 25, 2019 3:38 pm
by Amuscaria
Nash wrote:Ported a C++ random dungeon algorithm to ZScript (the version 3 one), and cranked it to 11. :D



Sorcery! :O

Re: The WIP Thread

Posted: Mon Feb 25, 2019 10:21 pm
by InsanityBringer
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.

Re: The WIP Thread

Posted: Mon Feb 25, 2019 10:33 pm
by Project Shadowcat
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.

Re: The WIP Thread

Posted: Mon Feb 25, 2019 11:01 pm
by InsanityBringer
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.

Re: The WIP Thread

Posted: Mon Feb 25, 2019 11:21 pm
by Captain J
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.

Re: The WIP Thread

Posted: Tue Feb 26, 2019 2:38 pm
by NeuralStunner
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.

Re: The WIP Thread

Posted: Wed Feb 27, 2019 6:34 am
by Lex Safonov
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.