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Posted: Tue Jan 16, 2007 8:53 pm
by Kaiser
Well yay thats a nice set of pretty looking levels. Now how about screenshots of kdizd in action, or perhaps during playtime like enemy combat etc? Or is kdizd all about wandering around, staring and drooling at the environments?

edit: wtf bumpage...

Posted: Tue Jan 16, 2007 8:57 pm
by Medricel
Also, given the date that Torm posted those screenshots, I'm willing to bet that the areas in question have probably changed significantly since then.

Posted: Wed Jan 17, 2007 1:00 am
by Nash
Those light coronas are going to look like shit in hardware rendering because GZDoom doesn't support unanchored sprites. >=P

Posted: Wed Jan 17, 2007 2:53 am
by Graf Zahl
Shinjanji wrote:Also, given the date that Torm posted those screenshots, I'm willing to bet that the areas in question have probably changed significantly since then.

Some did, some didn't.
Those light coronas are going to look like shit in hardware rendering because GZDoom doesn't support unanchored sprites. >=P
Not as bad as you might think.

Posted: Wed Jan 17, 2007 6:28 am
by Vader
The only bad thing about the glows is the different y-offset in GZdoom... or can this be fixed somehow, without screwing the offsets for Zdoom?
Kaiser wrote:Now how about screenshots of kdizd in action, or perhaps during playtime like enemy combat etc?
Well, it's hard to catch the gameplay/action with a single screenshot, but I'll see if I can take a few new shots and post 'em here. If noone of the other team-members have something against it that means!

Posted: Wed Jan 17, 2007 7:24 am
by Cutmanmike
Just don't spoil e1m8 ;)

Posted: Wed Jan 17, 2007 7:27 am
by Nash
Graf... how difficult is it to add an +UNANCHORED flag so that we can control which sprites are anchored and which aren't?

I understand if you think things like trees and monsters and stuff look bad unachored, but for special effects like those light coronas and projectiles, it's a must.

I had all kinds of cool ideas on constructing maps that make use of light blobs and stuff but they're just not possible with anchored sprites.

Posted: Thu Jan 18, 2007 6:36 am
by Tormentor667
Nash wrote:Graf... how difficult is it to add an +UNANCHORED flag so that we can control which sprites are anchored and which aren't?

I understand if you think things like trees and monsters and stuff look bad unachored, but for special effects like those light coronas and projectiles, it's a must.

I had all kinds of cool ideas on constructing maps that make use of light blobs and stuff but they're just not possible with anchored sprites.
*seconded*

Posted: Thu Jan 18, 2007 6:43 am
by Graf Zahl
For KDiZD they wouldn't work at all because they'd cause all sorts of clipping and overlapping issues. Unanchored sprites and anchored ones at the same time create havoc with the z-buffer.

Posted: Thu Jan 18, 2007 8:51 am
by Nash
Well I swear I've seen unanchored and anchored sprites at the same time in several commercial 3-d games in the market. And I'm not talking about recent ones either. I'm talking about like the time when Quake 3 just came out...

Posted: Thu Jan 18, 2007 8:54 am
by TheDarkArchon
EDGE 1.29 RC#4 has it as well.

Posted: Thu Jan 18, 2007 9:05 am
by Nash
There you go. :)

I hope you consider them one day, Graf. It's very necessary for projectiles and explosions, if nothing else.

Posted: Thu Jan 18, 2007 9:45 pm
by MasterOFDeath
What is an unanchored sprite, anyways?

Inform the uninformed please. :)

Posted: Thu Jan 18, 2007 11:46 pm
by Bashe
An unanchored sprite is a sprite that ALWAYS faces you when you look at it, no matter at what angle. An anchored one, on the other hand, only faces you on the x-axis, but looking down on it makes it "cardboard."

Posted: Fri Jan 19, 2007 6:33 pm
by Amuscaria
Oh dang, Someone told me KDiZD was out and I went "Off to Zdoom Site!".... No KDiZD yet... T_T