The WIP Thread

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Re: The WIP Thread

Postby ramon.dexter » Mon Nov 01, 2021 9:48 am

...and I thought I'm making large maps...wow...
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Re: The WIP Thread

Postby Nomakh » Wed Nov 03, 2021 9:42 pm

Let me introduce you the new monster that I am making - The Professional Cyberdemon. Concept of incoming "professional monsters" is - almost all stars are default, attacks almost default (no nukes and railguns from cybies for example), but these kind of monsters will do their best to defeat the player. Here is the first one - Professional Cyberdemon and here is a video that demonstrates his abilities.

Spoiler:
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Re: The WIP Thread

Postby Pompous Seed » Thu Nov 04, 2021 7:55 am

RaveYard wrote:Working on Endless Madness 2.

I saw this post and immediately started playing the first endless madness. It was an absolute joy to play and I look forward to the sequel! Keep it up!
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Re: The WIP Thread

Postby Blue Shadow » Thu Nov 18, 2021 11:58 pm

I've been working on reviving NC HUD, something which I didn't think would happen soon.

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Re: The WIP Thread

Postby Nash » Fri Nov 19, 2021 1:53 am

Sleek layout, Blue Shadow - love it!
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Re: The WIP Thread

Postby NeuralStunner » Fri Nov 19, 2021 6:27 am

Eyy, the enemy health bar is rad! :D

I presume zscript huds are capable of recreating the better features of the althud (like listing arbitrary weapons/ammo)? I had made a "universal" hud in sbarinfo at one point, but needing as different copy for every game anyway made it too annoying to continue.
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Re: The WIP Thread

Postby Agentbromsnor » Fri Nov 19, 2021 3:42 pm

Got my weapon working properly now:

https://twitter.com/TheWolfSpirit1/stat ... 9789481990

I'll probably update the firing animation to give it some much needed kickback later.
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Re: The WIP Thread

Postby Blue Shadow » Fri Nov 19, 2021 11:28 pm

Nash wrote:Sleek layout, Blue Shadow - love it!
NeuralStunner wrote:Eyy, the enemy health bar is rad! :D

Thanks. :)

NeuralStunner wrote:I presume zscript huds are capable of recreating the better features of the althud (like listing arbitrary weapons/ammo)?

They are. That ammo list at the top-right corner isn't static, rather it's auto-generated at runtime. I based its code on the althud's.
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Re: The WIP Thread

Postby Ghost Prototype » Sun Dec 05, 2021 3:51 am

Trying my best to annoy the player :mrgreen:

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Re: The WIP Thread

Postby Captain J » Sun Dec 05, 2021 4:00 am

I certainly need that Assault Rifle buff right about now :shock:
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Re: The WIP Thread

Postby leileilol » Sun Dec 05, 2021 9:09 am

this model was entirely done in hours a few nights ago, just to dust off ye blender habits while sitting idle in pso2. I went to go after a lower polycount and texture size than usual (1184 tris of 256x256x24+128x128x32) and ended up making the hands some super simple mush in the process.

(disclosure: very much not an original/OA character and should be recognizable to some here and no it's not cutey honey or a-ko)
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Re: The WIP Thread

Postby KynikossDragonn » Sun Dec 05, 2021 11:08 am

leileilol wrote:and ended up making the hands some super simple mush in the process.


Atleast it's not like Unreal's hands which are just a segmented square with a masked texture on it, haha.
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Re: The WIP Thread

Postby phantombeta » Tue Dec 07, 2021 10:01 pm


Been working on adding Quake map support in my engine. Brushes have some nice properties that Doom maps don't have, and aren't as much of a pain in the ass to work with in the code in some ways.
Unfortunately, documentation is very, *very* lacking, and it's not too straightforward if you're not well-versed in maths. Thankfully, someone helped me with figuring out how to generate the vertices, and the Valve220 format/extension means I don't have to figure out how to generate UVs from the given data.
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