I Made A Quake Clone In 10 Days

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Re: I Made A Quake Clone In 10 Days

Postby Redneckerz » Sat Oct 09, 2021 5:25 am

Nash wrote:




Playing around with lightmap colors, custom sun color and direction, and bounce lighting (mostly evident from the outdoor shot - without bounce lighting, the shadows would be very dark and solid)

I know you aren't going to do that (And you have Darkadia after all) but at this point its almost criminial if this does not land on Steam. Out of all Quake like clone games, this looks one of the most faithful, especially with the lightmapping going on.

More on point, it looks like fun. Any game that can give off that impression is a good one. :)
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Re: I Made A Quake Clone In 10 Days

Postby Tormentor667 » Sun Oct 10, 2021 3:29 am

Lightmaps in GZDoom? How?
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Re: I Made A Quake Clone In 10 Days

Postby Redneckerz » Sun Oct 10, 2021 12:45 pm

Tormentor667 wrote:Lightmaps in GZDoom? How?

Using enhancements to this.

It was inspired by this, which was used in Strife: Veteran Edition.
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Re: I Made A Quake Clone In 10 Days

Postby Captain Ventris » Sun Oct 10, 2021 1:15 pm

Redneckerz wrote:
Tormentor667 wrote:Lightmaps in GZDoom? How?

Using enhancements to this.

It was inspired by this, which was used in Strife: Veteran Edition.


And point three: Nash is magic.
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Re: I Made A Quake Clone In 10 Days

Postby NightFright » Sun Oct 10, 2021 1:54 pm

Nash already pulled off so many great things I don't doubt he'll be able to turn this into a cool game. Learning level design from scratch is ofc a time-consuming progress and takes a lot of practice. However, Nash being Nash, he wouldn't give up on something if he knows it's worth seeing it through. So yeah, I am confident about this and keep my fingers crossed for more greatness to come.
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Re: I Made A Quake Clone In 10 Days

Postby 22alpha22 » Sun Oct 10, 2021 3:21 pm

I never knew how much I needed lightmaps in Doom until I saw those screenshots. Absolutely amazing work.
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Re: I Made A Quake Clone In 10 Days

Postby Nash » Sun Oct 10, 2021 8:50 pm

Thank you everyone. I'm still learning, but I hope this will turn out to be something fun to play!

Yes, lightmaps are being resurrected for this game (and Darkadia). It all started a few weeks ago, when I dug out the dead lightmap branch from its almost-3-year-old grave and painstakingly ported it to the latest GZDoom codebase (4.7).

I wish I could say it was as easy as just copying and pasting some files and calling it a day, but it wasn't. GZDoom's codebase changed so much between then and now, so I had to carefully figure out where all the pieces went.

Even then, after being able to successfully compile it, the lightmaps didn't actually work - had a lot of help from dpJudas to get it where it's at today, to be able to produce the images you see in this thread today.

So really, the one doing all the magic here is dpJudas. :) I'm more of a guinea pig, really!
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Re: I Made A Quake Clone In 10 Days

Postby SanyaWaffles » Sun Oct 10, 2021 9:10 pm

This would be cool for our project as well. I love how this looks.
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Re: I Made A Quake Clone In 10 Days

Postby Redneckerz » Mon Oct 11, 2021 11:02 am

Captain Ventris wrote:And point three: Nash is magic.

I'd say. I am still in awe with the Bumi weather system from a few years ago.

Nash is the kind of guy who does these out-of-this-world wacky things with the engine in a similar manner that leilei did with Engoo. Implementing high end tech and see how far it works. Its the kind of nerdy shit you need to have in, like, any community.

Nash is that guy. And that's why everything he does has that nerdy shimmer to it. Its not just useful, its awesome.

Nash wrote:Yes, lightmaps are being resurrected for this game (and Darkadia).

Interesting Darkadia has risen exponentially! That would make the game really stand out.

There are other GZ games where lightmaps would make a dramatic difference. Selaco, and if the artstyle befits it, Supplice.
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