The WIP Thread

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Re: The WIP Thread

Postby GAA1992 » Sun Nov 11, 2018 3:30 pm

Well, i actually DO have sprites for a grenade launcher, but they just don't cut it. I am still thinking about a new weapon or just a A_Explode on any spell for IoS purposes.
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Re: The WIP Thread

Postby YukesVonFaust » Sun Nov 11, 2018 3:31 pm

an RPG-7? perhaps my sprites will work?
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Re: The WIP Thread

Postby Captain J » Sun Nov 11, 2018 11:42 pm

GAA1992 wrote:I shouldn't be showing this up so soon, but i am also taking a dive on a mix between guns and magic:
That AK-47 looks way darn smooth and glare-y! Looks promising.
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Re: The WIP Thread

Postby GAA1992 » Sat Nov 17, 2018 8:19 pm

Another screenie of my upcoming project:

Image

The HUD was a little revamped, as well as i swapped some weapons inside the mod.

Now that i tested it a bit with Heretic and Hexen (and kinda failed), this is closer to a release than ever.
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Re: The WIP Thread

Postby Captain J » Sun Nov 18, 2018 12:16 am

Tokarev and Hexen map... Might be a gud challenge!
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Re: The WIP Thread

Postby RaveYard » Sun Nov 18, 2018 4:59 am


Tested in QZDoom. It's still far from complete! :)
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Re: The WIP Thread

Postby Captain J » Sun Nov 18, 2018 5:02 am

SWEET BLOCKY NATURE! So this is really happening, yeah? I just can't fathom the limitless possibilities when this mod comes out... However i certainly hope these chunks won't fry your computer. :P
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Re: The WIP Thread

Postby TheMightyHeracross » Sun Nov 18, 2018 12:51 pm

I never thought something like that would even run right, given how many 3D models are in it. Like, that a lot of 3D models. I'd have thought it would run at like 2 FPS.

The main issue I would see is that multiplayer would basically be impossible, given GZ/QZ/ZDoom's current netcode and the lack of Zandro compatibility. But it's still very impressive.
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Re: The WIP Thread

Postby Arctangent » Sun Nov 18, 2018 12:57 pm

Based on the fact that the surfaces are drawn individually ( as seen by the "locked fov" tool thing ) I wouldn't be surprised if there's exactly zero models used there, just a bunch of flat sprites.
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Re: The WIP Thread

Postby YukesVonFaust » Sun Nov 18, 2018 3:28 pm

GAA1992 wrote:Another screenie of my upcoming project:

Image

The HUD was a little revamped, as well as i swapped some weapons inside the mod.

Now that i tested it a bit with Heretic and Hexen (and kinda failed), this is closer to a release than ever.


yes.

Yes.


YES.

Can't wait to play this when it's released.
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Re: The WIP Thread

Postby RaveYard » Mon Nov 19, 2018 7:39 am

TheMightyHeracross wrote:I never thought something like that would even run right, given how many 3D models are in it. Like, that a lot of 3D models. I'd have thought it would run at like 2 FPS.

The main issue I would see is that multiplayer would basically be impossible, given GZ/QZ/ZDoom's current netcode and the lack of Zandro compatibility. But it's still very impressive.

Zandronum multiplayer was in the original plan, but that went out of the window when I switched to ZScript (because I suck at making any collision detection + all math involved around it and GDCC C memory leaks are a pain to deal with).

GZDoom multiplayer is still on the table, however currently some things (i.e: spawning of actors bound to a chunk) are determined by """clientside""" code, which can and will desynchronize badly.
Another issue is that the entire thing relies on very specific set of properties and flags, using which you can spawn actor without causing any desynchronization.

Arctangent wrote:Based on the fact that the surfaces are drawn individually ( as seen by the "locked fov" tool thing ) I wouldn't be surprised if there's exactly zero models used there, just a bunch of flat sprites.

It's a 3D model of a rectangle (because Zandronum). I'll switch to flat sprites if it's faster and resulting look would be same.

Captain J wrote:SWEET BLOCKY NATURE! So this is really happening, yeah? I just can't fathom the limitless possibilities when this mod comes out... However i certainly hope these chunks won't fry your computer. :P

Thanks to the jit, it's somewhat playable. The other issue is the sheer amount of blocks. If only it were possible to create models during runtime... that would make things much smoother (a fork, perhaps?) :)
Also loading saved games is a problem, because I end up with duplicate thinkers for some reason :(
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Re: The WIP Thread

Postby Ghost Prototype » Mon Nov 19, 2018 8:50 am

I'm having way too much fun with the enemy design than I should be. Lol.

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Re: The WIP Thread

Postby Captain J » Mon Nov 19, 2018 11:01 am

I feel the same thing, lad. Including the visual designing, sound designing, gore designing, Laughing... Oh wait.
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Re: The WIP Thread

Postby Princess Viscra Maelstrom » Wed Nov 21, 2018 9:48 am

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Re: The WIP Thread

Postby YukesVonFaust » Wed Nov 21, 2018 10:55 am

Ghost Prototype wrote:I'm having way too much fun with the enemy design than I should be. Lol.


is that a laughing redead undead
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