[DEMO - WIP] World of Strife - update: MODELS for STRIFE!!!

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR 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.

Re: [DEMO - WIP] World of Strife - update: new BETA

Postby Captain J » Sat Apr 10, 2021 11:24 am

ramon.dexter wrote:Umm, this is different project. I'm working on Shadows of Apocalypse, which is now onhold (ran out of ideas, again), and World of Strife (this one). Since I'm using nearly similar resources, it could be little bit confusing.
The last release of WoS is a Big Update. I've added many new quests and polished zscript code for it. Try it, it's more complete now.

And I can say I have some new goodies prepared. They just need some polishing, but I believe I will update this thread by the end of week.
Yeah, i see. And this project is... Wow. A lot different and the maps are extremely HUGE! Despite of it being unfinished i still haven't explored all of the places completely yet. But i manage to find some errors and weird things i found during the gameplay.
Spoiler: Here are the feedback. I activated IDMYPOS to find the problems easily. Hope it really helps because this is really, really long.
Again, wow... Very long and immersive game. This is definitely the Breath of the Wild level of detail. And i really love that i get to play as a bad guy and see the perspective of the Order. Sure, it has some plot holes like the Order letting women to live and afford a job, and Maulers are on sale. But i definitely would like to see more from this!

EDIT: About the areas showing weird tag thingie on HUD, i think it happens because of the certain items placed or spawned around the map. Pretty sure i killed a golden rebel and he dropped the Assault Gun. And the tag appeared.
Last edited by Captain J on Sun Apr 11, 2021 7:05 am, edited 1 time in total.
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: [DEMO - WIP] World of Strife - update: new BETA

Postby ramon.dexter » Sun Apr 11, 2021 6:25 am

Captain J: Wow, thanks for an extensive feedback. This will help me to find anything that I overlooked. I'll dive into this.
User avatar
ramon.dexter
rudebwoy
 
Joined: 20 Oct 2015
Location: Kozolupy, Bohemia
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [DEMO - WIP] World of Strife - update: new BETA

Postby Captain J » Sun Apr 11, 2021 7:09 am

I guess diving deep into the game for 2 hours was really worth it! Glad i could be of help with the troubleshooting. And during the gameplay i found a hefty load of typos from multiple NPCs. But i really don't want to clutter the thread, so i'll PM you about this. Cool project overall!
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: [DEMO - WIP] World of Strife - update: new BETA

Postby ramon.dexter » Mon May 10, 2021 10:17 am

Here we go, another little big update!

I started making models for strife! Since I bought the oculus VR headset, I started making models for the WoS weapons (and generally, weapon models for strife, because strife lacks any proper weapon pack), and ended up making a model pack for all strife objects, because why not?
NOw, let's cut the talk and here are the pics:

Image
The crossbow. Hardest model for me, because of the animation. It works, also the two types of arrows are included. No, there are still no arrow models, since I'm good with sprites for projectiles.

Image
Assaultgun. No hand yet, and only basic animation. Reloading animation included!

Image
Mini Missile Launcher. Yep, the rockets in front of barrel are fully animated and spinning during shooting! Nice!

Image
Grenade launcher. Both shoot modes are working.

Image
Flamethrower. The model is okay, but I've got to fix the zscript mechains, because the flames are only visual now (meaning no damage yet).

Image
The Mauler. Both shooting types work, I've got to tune up the texture so it looks like the sprite weapon.

And for the static props...:

Image
The starting room. Please notice how every sprite has been succesfully replaced with fitting model.

Image
Detail of the stuff on table in starting room. The trees and shrubs are models. Especially the trees give me some Hexen II vibes!

Image
Details outside the Spilled Goblet pub.

Image
...and inside the pub.

Image
Modelled Relics inside the town temple. Yep, the cultist is by mr.Neoworm.

Image
Some housing decorations...

Image
The strife Surgery Crab gizmo, now a model!

Image
The portable shield from realm667, now a model.

Image
Even the shouldergun using A_Overlay is a model now.

Image
The flame turret, also from realm667.

Image
The Swarmers from realm667. I love how this model works and looks.[/spoiler]

And much more! I must notice the numerous torches and lights, which work great when combined with sprite flames.

99% of the models are original and made by myself. The only 4 models not made by me are the binder helmet, light and heavy armor and the weapon holding hands (these are from quake 2). I made these out of the Hunter skin/model from quake and UT. I dunno, but I like this guy. Also, the binder (the new player model) is based on the Hunter.
The textures are also made mostly from scratch. Sometimes, I draw the texture, sometimes I try to stitch it up from stock strife textures and sometimes I use upscaled sprite.

My humble plan is to make a big modelpack for Strife. The weapons are done, ammunition is also done, same for the inventory items. I'm working right now on the static props and my wildest dream is to make the animated enemies. But that's the hardest part, because I need to actually learn how to make a character animation in Blender. So, I would be really grateful if anyone with modelling experience and skill would lend me a hand on this. Strife is a good game, and it's really a shame that it is mostly ignored by the community. My aim is just to enhance the Strife, which is being little bit overlooked. And game as good as Strife really doesnt deserve such a mediocre reception.
User avatar
ramon.dexter
rudebwoy
 
Joined: 20 Oct 2015
Location: Kozolupy, Bohemia
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [DEMO - WIP] World of Strife - update: MODELS for STRIFE

Postby Ozymandias81 » Tue May 11, 2021 1:26 am

Damn, this is some brilliant work so far! I'll playtest this when I'll have time for sure :wub:
User avatar
Ozymandias81
Doom is a State of Mind... Out of Control.
 
Joined: 04 Jul 2013
Location: Mount Olympus, Mars
Github ID: Ozymandias81
Operating System: Windows Vista/7/2008 64-bit
Graphics Processor: nVidia with Vulkan support

Re: [DEMO - WIP] World of Strife - update: MODELS for STRIFE

Postby Captain J » Tue May 11, 2021 4:05 am

Wonderful weapon models. I'm really impressed that you've made a lot of them in small time. Looking forward to see more from you!
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: [DEMO - WIP] World of Strife - update: MODELS for STRIFE

Postby ramon.dexter » Tue May 11, 2021 10:51 am

...and a little add-on...

A little walk through Silent Hills showing models...


...and weapons shoowcase.


Just a note: Some weapons need a little bit tuning, like adding some kickback movement. I've fine-tuned them for VR, so I really didn't care how it looks on PC. Turned out the weapon animation works, but I need to add some more kickback. Especially for the mauler. Will be tuned.
User avatar
ramon.dexter
rudebwoy
 
Joined: 20 Oct 2015
Location: Kozolupy, Bohemia
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [DEMO - WIP] World of Strife - update: MODELS for STRIFE

Postby Ermac » Thu May 13, 2021 4:24 pm

Really impressive stuff with a brand new world to explore and with all those 3d and voxel models. I'm a big fan of VR and I'm glad that you are taking VR into consideration. Are you going to release a separate weapon pack (without hand models) for VR or some mod option to switch between VR and non-VR weapons?
User avatar
Ermac
 
Joined: 01 Sep 2017

Re: [DEMO - WIP] World of Strife - update: MODELS for STRIFE

Postby ramon.dexter » Thu May 13, 2021 11:33 pm

Please, read my posts completely. I've said before that I will be supporting VR. That clearly means that there will be two weapon packs, one for VR and second for PC. As VR and PC needs different offsets in modeldef.
User avatar
ramon.dexter
rudebwoy
 
Joined: 20 Oct 2015
Location: Kozolupy, Bohemia
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [DEMO - WIP] World of Strife - update: MODELS for STRIFE

Postby m1lk » Fri May 14, 2021 12:25 am

oh shit. wow! very nice!
User avatar
m1lk
 
Joined: 04 Apr 2021
Operating System: Mac OS X 10.8 or later
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

Previous

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: CyberneticPhantom, hund_schraube and 8 guests