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Re: The WIP Thread

PostPosted: Fri Jan 31, 2020 10:28 am
by Kizoky



Spoiler:

Re: The WIP Thread

PostPosted: Fri Jan 31, 2020 12:56 pm
by Redneckerz
Kizoky wrote:


Spoiler:

Postal 2, Postal 2, Postal 2, Postal 2. Share The Doom.

I love this. And i am lowkey on the fence as to how you are going to translate the ''living world'' ideas that Postal 2 had despite its unique engine (Unreal Warfare, which is actually an unofficial name for an engine that is more advanced than UE1, but predates UE2. Only 3 games AFAIK ever used this, one of them Postal 2.)

Re: The WIP Thread

PostPosted: Fri Jan 31, 2020 2:59 pm
by Kizoky
Redneckerz wrote:Postal 2, Postal 2, Postal 2, Postal 2. Share The Doom.

I love this. And i am lowkey on the fence as to how you are going to translate the ''living world'' ideas that Postal 2 had despite its unique engine (Unreal Warfare, which is actually an unofficial name for an engine that is more advanced than UE1, but predates UE2. Only 3 games AFAIK ever used this, one of them Postal 2.)


Basic NPC AI is already implemented although the reactions to exactly what not so, currently they will either flee or act hostile towards you if you are hanging around with a weapon - or other NPCs if they have a weapon visible; they also react to bumps and are able to "see" - so when there's an unknown non-Friendly monster Actor hanging around they will act accordingly to their hostility status
I also added a basic AW Zombie here: https://streamable.com/5vafu

The most troublesome issue I'm facing right now is pathfinding, I don't think I will be able to beat that.

Re: The WIP Thread

PostPosted: Sun Feb 09, 2020 9:36 am
by Agentbromsnor
Getting back into GZDoom mapping. Decided to do a school map with lots of interactivity ala Duke 3D (no kids to shoot though; we're not *that* edgy!). This is still a very rough WIP.
I still had some static MD2 models of plants laying around so I decided to put them to use. :p
The doors are swinging poly-objects because I want it to really feel "realistic".



Also: when mapping this, I caught myself more or less replicating my old middle school (which still doesn't look anything like this, mind you). I just thought that was a funny coincidence, haha.

PS: If I decide to use materials, do I need to first move all of the textures to the same PK3 before it can work?

Re: The WIP Thread

PostPosted: Mon Feb 10, 2020 1:43 pm
by Tormentor667
Exclusive and completely new shots from Blade of Agony's Chapter 3










Re: The WIP Thread

PostPosted: Tue Feb 11, 2020 4:53 pm
by Vostyok
Image

Imagine this being the last thing you see before you die.

Spoiler:

Re: The WIP Thread

PostPosted: Tue Feb 11, 2020 10:35 pm
by Captain J
Glad Blade of Agony is having even more of plastic surgery. Hope it looks more cooler than what BJ used to look like!

Re: The WIP Thread

PostPosted: Wed Feb 12, 2020 12:20 am
by comet1337
wait a minute
the mugshot is different in that image than the rest

Re: The WIP Thread

PostPosted: Wed Feb 12, 2020 12:33 am
by Tormentor667
comet1337 wrote:wait a minute
the mugshot is different in that image than the rest

Good spot ;)

Re: The WIP Thread

PostPosted: Sun Feb 16, 2020 5:29 am
by RaveYard

A major update for an old project.

Works both in GZDoom (singleplayer only) and Zandronum.
But with shadowmaps it does look 1000x better. :wink:

Re: The WIP Thread

PostPosted: Sun Feb 16, 2020 4:18 pm
by Tormentor667
RaveYard wrote:Works both in GZDoom (singleplayer only) and Zandronum.
But with shadowmaps it does look 1000x better. :wink:

You should really consider using polyobject doors

Re: The WIP Thread

PostPosted: Sun Feb 16, 2020 4:30 pm
by Rachael
Tormentor667 wrote:You should really consider using polyobject doors

If you're targeting Zandronum, that is out of the question. While Zandronum technically supports polyobjects, they do not work properly in multiplayer, and they will desync.

Re: The WIP Thread

PostPosted: Sun Feb 16, 2020 11:26 pm
by zrrion the insect
Animated doors would work and are frankly an underrated way to do doors

Re: The WIP Thread

PostPosted: Mon Feb 17, 2020 10:37 am
by leileilol
oh no pso is turning 20 and that's causing me to do things about it
fnw.png

Re: The WIP Thread

PostPosted: Mon Feb 17, 2020 10:49 am
by RaveYard
Rachael wrote:
Tormentor667 wrote:You should really consider using polyobject doors

If you're targeting Zandronum, that is out of the question. While Zandronum technically supports polyobjects, they do not work properly in multiplayer, and they will desync.

Even if they did work, I'm not sure how well they would work with monsters going through them since I myself get stucked/pushed by them occasionally.

A long time ago I saw polyobject disappear in an online game. Not sure if that's still the case with Zandronum 3.x... but so far I only know for sure that Polyobj_MoveTo doesn't work online and if you want A_SpawnItemEx with SXF_SETMASTER, the spawned actor must have +ISMONSTER flag, otherwise it won't work.

zrrion the insect wrote:Animated doors would work and are frankly an underrated way to do doors

Interesting idea, but I haven't seen any good looking examples.