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PostPosted: Sat Jul 14, 2007 4:43 am
by KeksDose
Hmm, maybe you could have an additional WAD file which moves a dynamic light with the player? This would actually bright everything up when you come near it.

PostPosted: Sat Jul 14, 2007 4:53 am
by Da Spadger
True, but that's not really what I meant. Let me rephrase.

In dark rooms, It gets really bright near you, so you can see what's right in front of you. And further away from you, it gets darker and darker until you can't see anything. (A large sector with lightlevel 112 is a good example) In OpenGL, there's just one level of light, which is... boring. :\

There's also this thing with freelook. In software, the floor/ceiling stretches the more you look up/down. Sure, it looked odd, but i don't think i've ever had a problem with shooting stuff at a lower/higher floor, like Ï've had in OpenGL.

(Half-related) Also, I think dynamic lights just look out of place. I just can't imagine a doom map filled with dynamic lights.

PostPosted: Sat Jul 14, 2007 5:26 am
by KeksDose
You can also use "Depth Fog", and with the console command "GL_Distfog" (I think) you can define how dark the room should get the farer you're away.
It's just like software, only with full-color =3 Oh, and set GL_Distfog to a high value.
Depth fog is in the OpenGL options. Hope this helps. =/

And with the stretching: That's because ZDoom needs to "stretch" the geometry in the map, which isn't required in OpenGL. It's actually quite weird that you can't shoot anything at a higher floor then =/ :?

And yeah, dynamic lights look sometimes really odd.

PostPosted: Sat Jul 14, 2007 5:47 am
by BouncyTEM
KeksDose wrote:You can also use "Depth Fog", and with the console command "GL_Distfog" (I think) you can define how dark the room should get the farer you're away.
It's just like software, only with full-color =3 Oh, and set GL_Distfog to a high value.


GL_Distfog 450 seems to work best; it doesn't interfere with light areas but dark areas have the effect much like software mode, albeit a *bit* darker.

PostPosted: Sat Jul 14, 2007 5:50 am
by Da Spadger
KeksDose wrote:It's actually quite weird that you can't shoot anything at a higher floor then =/ :?


That's when they're right underneath me, or above. It's impossible to hit them when they're there. Since I can't look up/down that far in Software, there isn't such a problem to begin with. :P

PostPosted: Sat Jul 14, 2007 1:38 pm
by Unknown_Assassin
Nightmare Doom wrote:
Tormentor667 wrote:[*]Over 20 new monsters, mainly improved from the MRW, DE or KDiZD as well as completely new and unique ones


What about adding every single monster from your Beastiary?


No because the mauler demon and the bloodfiend shares the same sprites. One would be confused when he first approaches it.

PostPosted: Sat Jul 14, 2007 1:51 pm
by KeksDose
And I think it's too late to do any major changes.

PostPosted: Mon Jul 23, 2007 5:38 pm
by Tormentor667
Yet again, another UTNT info thread. I am getting closer each passing day and I almost can't wait myself to present you UTNT in all its beauty and g(l)ory :P

First at all, some shots:
Image
GLDEFS (by Keksdose) are completely done now, thx again for that. Each new actor in UTNT has now dynamic lights attached to their projectiles or even theirselves if necessary. Battles like the one in TNT04 Map01 look so beautiful now... :)

Image
Also by Keksdose are the new comets, this time, faster, more beautiful but less performance eating. Dont ask why, just admire them when they hit your helmet. Also take a look at the portal effect that sucks in materia around its gate (thx to solar for the effect)

Image
Last but not least, TNT04 Map04 is filled with monsters, ammo and health. The only thing left now is the boss monster ... *ehrmVaderehrm* :) I count on you for a September release buddy :)

I started to clean up TNT03 by the way as I didn't get any response from Solar for a while. I fixed all remaining bugs, added voice acting where it is needed and finalized it to a beta state. Right now I am working again on TNTLE, primarily on the Boss Battle here as everything else is finished on that map.

So what are the important things left to do right now beyond what I have mentioned so far? The INTERMAP (still hoping that Risen can do this), the BOSS in TNT04, the BOSS in TNTLE, the voice acting from CAZ (intermission texts), fixing little bugs here and there and last but not least, finalizing the ENDMAP. Damn... that's not much :) I can't wait for the first beta tests :)

PostPosted: Mon Jul 23, 2007 7:43 pm
by Shadelight
Nice shots. Love the comets, props to Keksdose! :)

PostPosted: Tue Jul 24, 2007 12:34 am
by Unknown_Assassin
Is there anything unique to the green baron or is it another recolor of the Baronofhell (from the looks of the screenshot)? Also what is that silver thing above the caco?

Nice looking comets. Glad that the comets can't affect much of the performance.

PostPosted: Tue Jul 24, 2007 4:21 am
by Vader
The green baron is actually just a HK, that get lit by his own fireball!
The silver thing above the Caco looks like a leg of an arachnotron, but i could be wrong.

Anyway, very nice screenshots... but it looks better in-game :P

PostPosted: Tue Jul 24, 2007 5:38 am
by KeksDose
Thx ;)
But don't look at the comets, look at the mapping, didn't you even notice that there is a map? :P SFX looks like nothing when there isn't a good map for it :D It wouldn't really make sense if a wall sucks in materia :laff: But damn, Solar's SFX kills me :P When I saw some screens over DRD I was all like "W T F ?"

Anyway, I would rather concentrate on the mapping, as you might then know what this would be when it's finished ;) You WILL love it :P Again, beautiful as we know it from T667 ;)

[Edit] Damn, that must me the post where I used the most smileys, ever :P Damn, I must stop :laff:

PostPosted: Tue Jul 24, 2007 10:07 am
by Dutch Devil
Looks really nice I like that first shot with all the fighting monsters nice effects by KeksDose also.

PostPosted: Sat Sep 01, 2007 1:21 am
by Tormentor667
Good news, Beta Tests have started today, expect a release in about 2 weeks if everything works out as I have planned :)

PostPosted: Sat Sep 01, 2007 11:11 am
by Unknown_Assassin
Tormentor667 wrote:Good news, Beta Tests have started today, expect a release in about 2 weeks if everything works out as I have planned :)


\o/