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Re: The WIP Thread

PostPosted: Sat Mar 05, 2022 3:13 pm
by Gez
Vostyok wrote:...I don't know what color intrigued is.

I asked the Internet, and apparently the answer is a light, desaturated blue.
https://www.crispedge.com/faq/what-is-t ... l-intrigue
https://www.crispedge.com/faq/what-is-t ... e-intrigue
8-)


InsanityBringer wrote:Finally getting around to implementing the #1 most requested feature since I started working on Descent stuff, allowing support for actual MIDI devices. This requires writing an implementation using the Windows MM api, which seems to have gone well. I went an incredibly lazy route and just use an output device with short messages. ZD used to do this but switched to streams though, so maybe I should consider the same. It's mostly complete save for a weird timing bug that's making the first couple of notes play really fast.

I've since learned that these songs have pretty extreme panning and the MS synth is really making it sound like some instruments just aren't playing while I wear headphones, but they magically appear if I use speakers or flip my headphones around (my right ear doesn't hear as well)

Next up I guess is creating some interface for actually selecting synths. I could be lazy and use the MIDI mapper (it currently does), but as far as I'm aware MS has made it a pain to configure the mapper and I'm sure it's better to actually have real device selection.

Have you looked into seeing if you could use ZMusic?

Re: The WIP Thread

PostPosted: Sat Mar 05, 2022 3:20 pm
by Vostyok
@gez

Huh. Oddly appropriate in this instance.

Brb. Going to see how much a 7 liter Vallejo light blue costs.

Re: The WIP Thread

PostPosted: Sat Mar 05, 2022 3:27 pm
by InsanityBringer
The licensing situation for zmusic seems a little unclear (is it just the 3-clause BSD license from older ZDoom? I see this in a couple of files), but if the licensing did work out I'd have to modify it to properly support HMI's special branch and loop controllers. If there's interest in that upstream perhaps I could look into it.

Re: The WIP Thread

PostPosted: Sat Mar 05, 2022 8:02 pm
by Gez
It's mostly BSD but there's also GPL. That's why you can build a "lite" version without the GPL parts. It seems you'd have to use the Lite version with Descent's codebase since it doesn't seem to have been released under a GPL-compatible license. The biggest loss of the "lite" is OPL emulation.

Re: The WIP Thread

PostPosted: Sun Mar 06, 2022 7:00 am
by Guardsoul
Back to cratepolis!

Re: The WIP Thread

PostPosted: Mon Mar 07, 2022 4:52 pm
by Mikk-
new bloodborne in doom footage. slowly making more progress, which is nice.

Re: The WIP Thread

PostPosted: Tue Mar 08, 2022 11:46 am
by Marisa the Magician
I like where this is going. Good work.

Re: The WIP Thread

PostPosted: Wed Mar 09, 2022 4:07 am
by comet1337
Guardsoul wrote:Back to cratepolis!

absolutely loving this
theres so much just stuff everywhere

Re: The WIP Thread

PostPosted: Thu Mar 10, 2022 8:16 am
by OceanMadman
I'm working on an imp that jumps at you, using dehacked only.

https://www.youtube.com/watch?v=2jXb4nMJTGo

Re: The WIP Thread

PostPosted: Thu Mar 10, 2022 12:44 pm
by Jarewill
Spoiler:

I just spent this entire day working on a custom conversation menu for my project.
Can't have an RPG without dialogue after all.

Now I could have just used Strife's DIALOGUE system, but I never used it before.
So instead of learning it, I decided to make a custom one using ZForms.
I can't tell if doing that was harder or easier than learning DIALOGUE, but I'm happy with how this ended up looking.

Re: The WIP Thread

PostPosted: Fri Mar 11, 2022 4:07 pm
by RastaManGames
I just want to recreate my feels from the childhood...

Re: The WIP Thread

PostPosted: Sun Mar 13, 2022 7:16 pm
by Dark-Assassin
Detailed terrain in GZDoom? Illegal!

Re: The WIP Thread

PostPosted: Mon Mar 14, 2022 4:18 am
by Captain J
As long as it doesn't slow down the framerate.

Re: The WIP Thread

PostPosted: Mon Mar 14, 2022 7:57 am
by RastaManGames
Captain J wrote:As long as it doesn't slow down the framerate.

On my end this is almost solid 60 FPS, but I feel that all buildings, hangars and etc. gonna be just models instead of 3D-Floors galore...

Today I tried to make a trick with scaling down player, enemies and all attached projectiles and etc.

Looks very jankie and feels not less jankier, but I am kinda satisfied. Still sad, that I cant find "3DI To OBJ Converter" anywhere (one site, where it was (Nova-Outpost) seems just dead for now).

Re: The WIP Thread

PostPosted: Wed Mar 16, 2022 3:50 pm
by InsanityBringer
Image
The first time I worked on this program to improve Descent 2's textures by determining which colors will reduce to the colors used in the 6 different versions used in-game, leilei pointed out that the PSX version has a different texture set, so I tried integrating code that instead of creating a 1:1 mapping of a color to the 6 generated palette indicies, I kept lists of all colors that will map to any given set of 6 colors used by the textures in Descent 2, and then picked the color that most closely matched the color within the PSX texture at a given pixel. I can't use the PSX ones directly because they're only 16 color, but each texture has its own palette in that version, therefore letting it more accurately match the source texture.

Short of the original .bbms being released, this is probably the highest quality texture set possible from the source data. Now if only there was an engine that wasn't XL that could run with these...