WASTELAND
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Vostyok
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Re: WASTELAND
Hmm.. not sure I understand the first part. Like, scripting part. I will have to have a look around a bit on the wiki.
I will try and start a sprite for you this weekend. I use PDN files though, not PSD. But I will drop some examples and keep it all separate so it shouldn't be too much work for you
I will try and start a sprite for you this weekend. I use PDN files though, not PSD. But I will drop some examples and keep it all separate so it shouldn't be too much work for you
- Vostyok
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Re: WASTELAND
Because you might be hiding food from meGENTEK wrote:.... why a Wastelander could not help a Scanvenger!
Re: WASTELAND
I'm interested in how you handle momentum and drag for the bike since I'm writing a vehicle system myself ATM.
- Vostyok
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Re: WASTELAND
It's based on a inventory item that increases/decreases A_recoil amounts. As you hold "accelerate", you add speed giving a slow build up. If you release the button the speed decreases slowly, unless you "brake" which gives a sharp drop-off but it still won't stop you hitting a wall if you are going flat out. I will give you a full walk-through once it's perfected.
Re: WASTELAND
I see! I'm using a system based entirely on A_Warp and A_ChangeAngle along with fake velocity variables for more exact control. Movement and rotation drag are variables so they can be changed depending on ground friction, the angle of the vehicle relative to the movement vector (which should allow for handbrake turns and spinouts later) and so on.Vostyok wrote:It's based on a inventory item that increases/decreases A_recoil amounts. As you hold "accelerate", you add speed giving a slow build up. If you release the button the speed decreases slowly, unless you "brake" which gives a sharp drop-off but it still won't stop you hitting a wall if you are going flat out. I will give you a full walk-through once it's perfected.
early development video
Very different to your method, but I'd still really like to see it once it it's done
- Vostyok
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Re: WASTELAND
No problem, I will of course be sharing all. You've got an interesting approach as well.
I dunno, is this year of the wheel in the Doom calendar? Lots of vehicle mods I'm seeing
I dunno, is this year of the wheel in the Doom calendar? Lots of vehicle mods I'm seeing
- SoulCircle
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Re: WASTELAND
Holy mother of god, it lives. This is looking better than ever Gentek! Keep up the amazing work!
EDIT: I should add more to this. The gun looks great, the atmosphere of the level seems perfect, the compass up top is something that I always love, and, of my, those footsteps. I swear I have a think for gritty footstep noises in Doom.
EDIT: I should add more to this. The gun looks great, the atmosphere of the level seems perfect, the compass up top is something that I always love, and, of my, those footsteps. I swear I have a think for gritty footstep noises in Doom.
- Vostyok
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Re: WASTELAND
Yes! Definitely want to see more of the mapping, since atmosphere is really your strongest skill, Gentek. Make use of it and build some complex maps to creep through.
Re: WASTELAND
That looks superb.