The WIP Thread

If it's not ZDoom, it goes here.
User avatar
Kizoky
Posts: 291
Joined: Mon Nov 14, 2011 9:59 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: Around weirdos, I'm the biggest weirdo among them
Contact:

Re: The WIP Thread

Post by Kizoky »



Spoiler:
User avatar
Redneckerz
Spotlight Team
Posts: 1052
Joined: Mon Nov 25, 2019 8:54 am
Graphics Processor: Intel (Modern GZDoom)

Re: The WIP Thread

Post by Redneckerz »

Kizoky wrote:

Spoiler:
Postal 2, Postal 2, Postal 2, Postal 2. Share The Doom.

I love this. And i am lowkey on the fence as to how you are going to translate the ''living world'' ideas that Postal 2 had despite its unique engine (Unreal Warfare, which is actually an unofficial name for an engine that is more advanced than UE1, but predates UE2. Only 3 games AFAIK ever used this, one of them Postal 2.)
User avatar
Kizoky
Posts: 291
Joined: Mon Nov 14, 2011 9:59 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: Around weirdos, I'm the biggest weirdo among them
Contact:

Re: The WIP Thread

Post by Kizoky »

Redneckerz wrote: Postal 2, Postal 2, Postal 2, Postal 2. Share The Doom.

I love this. And i am lowkey on the fence as to how you are going to translate the ''living world'' ideas that Postal 2 had despite its unique engine (Unreal Warfare, which is actually an unofficial name for an engine that is more advanced than UE1, but predates UE2. Only 3 games AFAIK ever used this, one of them Postal 2.)
Basic NPC AI is already implemented although the reactions to exactly what not so, currently they will either flee or act hostile towards you if you are hanging around with a weapon - or other NPCs if they have a weapon visible; they also react to bumps and are able to "see" - so when there's an unknown non-Friendly monster Actor hanging around they will act accordingly to their hostility status
I also added a basic AW Zombie here: https://streamable.com/5vafu

The most troublesome issue I'm facing right now is pathfinding, I don't think I will be able to beat that.
User avatar
Agentbromsnor
Posts: 265
Joined: Wed Mar 28, 2012 2:27 am

Re: The WIP Thread

Post by Agentbromsnor »

Getting back into GZDoom mapping. Decided to do a school map with lots of interactivity ala Duke 3D (no kids to shoot though; we're not *that* edgy!). This is still a very rough WIP.
I still had some static MD2 models of plants laying around so I decided to put them to use. :p
The doors are swinging poly-objects because I want it to really feel "realistic".



Also: when mapping this, I caught myself more or less replicating my old middle school (which still doesn't look anything like this, mind you). I just thought that was a funny coincidence, haha.

PS: If I decide to use materials, do I need to first move all of the textures to the same PK3 before it can work?
User avatar
Tormentor667
Posts: 13533
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: The WIP Thread

Post by Tormentor667 »

Exclusive and completely new shots from Blade of Agony's Chapter 3









User avatar
Vostyok
Posts: 1666
Joined: Sat Jan 17, 2015 8:54 am
Preferred Pronouns: No Preference
Location: Discord: Vostyok#3164
Contact:

Re: The WIP Thread

Post by Vostyok »

Image

Imagine this being the last thing you see before you die.
Spoiler:
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: The WIP Thread

Post by Captain J »

Glad Blade of Agony is having even more of plastic surgery. Hope it looks more cooler than what BJ used to look like!
User avatar
comet1337
Posts: 876
Joined: Fri Sep 25, 2015 3:48 am
Location: elsewhere

Re: The WIP Thread

Post by comet1337 »

wait a minute
the mugshot is different in that image than the rest
User avatar
Tormentor667
Posts: 13533
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: The WIP Thread

Post by Tormentor667 »

comet1337 wrote:wait a minute
the mugshot is different in that image than the rest
Good spot ;)
RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Re: The WIP Thread

Post by RaveYard »


A major update for an old project.

Works both in GZDoom (singleplayer only) and Zandronum.
But with shadowmaps it does look 1000x better. :wink:
User avatar
Tormentor667
Posts: 13533
Joined: Wed Jul 16, 2003 3:52 am
Contact:

Re: The WIP Thread

Post by Tormentor667 »

RaveYard wrote:Works both in GZDoom (singleplayer only) and Zandronum.
But with shadowmaps it does look 1000x better. :wink:
You should really consider using polyobject doors
User avatar
Rachael
Posts: 13542
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: The WIP Thread

Post by Rachael »

Tormentor667 wrote:You should really consider using polyobject doors
If you're targeting Zandronum, that is out of the question. While Zandronum technically supports polyobjects, they do not work properly in multiplayer, and they will desync.
User avatar
zrrion the insect
Posts: 2411
Joined: Thu Jun 25, 2009 1:58 pm
Location: Time Station 1: Moon of Glendale

Re: The WIP Thread

Post by zrrion the insect »

Animated doors would work and are frankly an underrated way to do doors
User avatar
leileilol
Posts: 4449
Joined: Sun May 30, 2004 10:16 am
Preferred Pronouns: She/Her
Location: GNU/Hell

Re: The WIP Thread

Post by leileilol »

oh no pso is turning 20 and that's causing me to do things about it
fnw.png
RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Re: The WIP Thread

Post by RaveYard »

Rachael wrote:
Tormentor667 wrote:You should really consider using polyobject doors
If you're targeting Zandronum, that is out of the question. While Zandronum technically supports polyobjects, they do not work properly in multiplayer, and they will desync.
Even if they did work, I'm not sure how well they would work with monsters going through them since I myself get stucked/pushed by them occasionally.

A long time ago I saw polyobject disappear in an online game. Not sure if that's still the case with Zandronum 3.x... but so far I only know for sure that Polyobj_MoveTo doesn't work online and if you want A_SpawnItemEx with SXF_SETMASTER, the spawned actor must have +ISMONSTER flag, otherwise it won't work.
zrrion the insect wrote:Animated doors would work and are frankly an underrated way to do doors
Interesting idea, but I haven't seen any good looking examples.
Post Reply

Return to “Off-Topic”