The WIP Thread

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Vostyok
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Re: The WIP Thread

Post by Vostyok »

ibm5155 wrote:(image)
Hell, I still need to make 400 more rooms to finish the TC ;--;
What's this?

Also, how big is it going to be? I had to shrink one of my maps as it started behaving strangely in the outer areas. Apparently this is normal.
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ibm5155
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Re: The WIP Thread

Post by ibm5155 »

Vostyok wrote:
ibm5155 wrote:(image)
Hell, I still need to make 400 more rooms to finish the TC ;--;
What's this?

Also, how big is it going to be? I had to shrink one of my maps as it started behaving strangely in the outer areas. Apparently this is normal.
Spooky's Jump Scare Mansion TC.

Yeah, this map was a mess because it reached the old map size limits long time ago and everything was just broken.
But still I see some glitches here and there (missing bsp) where if I reload the map it doesn't happen again.

For now I'm only afraid of acs limits since I reached the global vars limits some time ago, I hope there're no 3D models or other weird stuff limits
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Vostyok
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Re: The WIP Thread

Post by Vostyok »

As far as I know individual models are limited by size but not quantity.

To be fair, you'll probably hit the player's frame rate limit before any artificial boundary.

I find a lot of russian HD-heavy maps cause this on my laptop.
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Dark-Assassin
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Re: The WIP Thread

Post by Dark-Assassin »

Kinsie wrote:Image
I like that map04 remake
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Zanieon
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Re: The WIP Thread

Post by Zanieon »

Replacing the Kamikaze with something that is actually usefull in single player:
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Image

... Jokey gif aside, that looks really helpful. Also looks would kill the boss monsters!
ImpieTwo
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Re: The WIP Thread

Post by ImpieTwo »


Possible dimension-splicing Heretic community project? Any takers?
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Rachael
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Re: The WIP Thread

Post by Rachael »

I am definitely interested. :)
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Re: The WIP Thread

Post by Vostyok »

I like the fact that you made sure bullets don't hurt ghosts.

BLAM BLAM BLAM "WHY WON'T YOU DIE" BLAM
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Re: The WIP Thread

Post by wildweasel »

Oh hey, a Heretic mod based on everybody's favorite* NES Goonies II imitator? I might be sold already.
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

At least it's not Castlevania. :P
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ZZYZX
 
 
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Re: The WIP Thread

Post by ZZYZX »


It still has one issue, however: when there are multiple triangles intersected, it doesn't correctly choose the right one to process first just yet. (i.e. when you are standing on the bridge border, there is top side, left side, and right side: top side pushes you up, away from left and right, so you will intersect neither after the top one is processed... but how to detect that top should be processed first?)
That is, corner cases are REALLY only corners now :P
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Re: The WIP Thread

Post by dpJudas »

Hey ZZXYZ, if I get you bone models, are you implementing the ragdoll then? ;)
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Re: The WIP Thread

Post by ZZYZX »

dpJudas wrote:Hey ZZXYZ, if I get you bone models, are you implementing the ragdoll then? ;)
Maybe. But I'd rather not, even box-mesh collision isn't that easy, let alone skeleton-mesh...

(btw: updated pk3, now it never ever noclips, but sometimes gets stuck... hopefully I either fix that or declare it unfixable and just use simplier collision meshes :P)

Now the only things left to implement are cases when player is blocked by both floor and model, for example, and MaxStepHeight :roll:
Oh. And hitscans that would check for models and either spawn wall puffs against that model or fire hitscan normally if nothing blocking was found.
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Kassman
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Re: The WIP Thread

Post by Kassman »

The two projects that have been my babies for the past...forever now. If you anyone frequents the image thread in doomworld you've probably seen the shots before.

TNT 2:
https://i.imgur.com/RNZ5piC.png
https://i.imgur.com/JHR2pDNl.png
https://i.imgur.com/seUcr8Ol.gif
https://i.imgur.com/mHtyRzD.gif
https://i.imgur.com/BwfEudo.gif
https://i.imgur.com/tcyWS2i.gif

Autumn Flock:
https://i.imgur.com/peyGyAt.gif
https://i.imgur.com/V7v2G86.gif
Last edited by Rachael on Sun Dec 24, 2017 8:38 am, edited 1 time in total.
Reason: images way too big - converting to links
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