The WIP Thread
-
- Posts: 1557
- Joined: Tue Oct 20, 2015 12:50 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Kozolupy, Bohemia
Re: The WIP Thread
...and I thought I'm making large maps...wow...
-
- Posts: 90
- Joined: Mon Jun 25, 2018 12:27 pm
Re: The WIP Thread
Let me introduce you the new monster that I am making - The Professional Cyberdemon. Concept of incoming "professional monsters" is - almost all stars are default, attacks almost default (no nukes and railguns from cybies for example), but these kind of monsters will do their best to defeat the player. Here is the first one - Professional Cyberdemon and here is a video that demonstrates his abilities.
Spoiler:
-
- Posts: 212
- Joined: Fri Aug 05, 2016 8:41 am
Re: The WIP Thread
I saw this post and immediately started playing the first endless madness. It was an absolute joy to play and I look forward to the sequel! Keep it up!RaveYard wrote:Working on Endless Madness 2.
-
- Posts: 4995
- Joined: Sun Nov 14, 2010 12:59 am
Re: The WIP Thread
I've been working on reviving NC HUD, something which I didn't think would happen soon.
[imgur]https://i.imgur.com/cgIGYbY[/imgur]
[imgur]https://i.imgur.com/cgIGYbY[/imgur]
-
-
- Posts: 17454
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
Re: The WIP Thread
Sleek layout, Blue Shadow - love it!
-
-
- Posts: 12328
- Joined: Tue Jul 21, 2009 12:04 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
- Location: capital N, capital S, no space
Re: The WIP Thread
Eyy, the enemy health bar is rad!
I presume zscript huds are capable of recreating the better features of the althud (like listing arbitrary weapons/ammo)? I had made a "universal" hud in sbarinfo at one point, but needing as different copy for every game anyway made it too annoying to continue.
I presume zscript huds are capable of recreating the better features of the althud (like listing arbitrary weapons/ammo)? I had made a "universal" hud in sbarinfo at one point, but needing as different copy for every game anyway made it too annoying to continue.
-
- Posts: 265
- Joined: Wed Mar 28, 2012 2:27 am
Re: The WIP Thread
Got my weapon working properly now:
https://twitter.com/TheWolfSpirit1/stat ... 9789481990
I'll probably update the firing animation to give it some much needed kickback later.
https://twitter.com/TheWolfSpirit1/stat ... 9789481990
I'll probably update the firing animation to give it some much needed kickback later.
-
- Posts: 4995
- Joined: Sun Nov 14, 2010 12:59 am
Re: The WIP Thread
Nash wrote:Sleek layout, Blue Shadow - love it!
Thanks.NeuralStunner wrote:Eyy, the enemy health bar is rad!
They are. That ammo list at the top-right corner isn't static, rather it's auto-generated at runtime. I based its code on the althud's.NeuralStunner wrote:I presume zscript huds are capable of recreating the better features of the althud (like listing arbitrary weapons/ammo)?
-
- Posts: 185
- Joined: Sun May 19, 2013 12:22 pm
- Location: Philadelphia
Re: The WIP Thread
Trying my best to annoy the player
-
-
- Posts: 16890
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: The WIP Thread
I certainly need that Assault Rifle buff right about now
-
- Posts: 4449
- Joined: Sun May 30, 2004 10:16 am
- Preferred Pronouns: She/Her
- Location: GNU/Hell
Re: The WIP Thread
this model was entirely done in hours a few nights ago, just to dust off ye blender habits while sitting idle in pso2. I went to go after a lower polycount and texture size than usual (1184 tris of 256x256x24+128x128x32) and ended up making the hands some super simple mush in the process.
(disclosure: very much not an original/OA character and should be recognizable to some here and no it's not cutey honey or a-ko)
(disclosure: very much not an original/OA character and should be recognizable to some here and no it's not cutey honey or a-ko)
You do not have the required permissions to view the files attached to this post.
-
- Posts: 272
- Joined: Sat Dec 12, 2020 10:59 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Void Linux
- Graphics Processor: Intel (Modern GZDoom)
- Location: Independence, KS, USA
Re: The WIP Thread
Atleast it's not like Unreal's hands which are just a segmented square with a masked texture on it, haha.leileilol wrote:and ended up making the hands some super simple mush in the process.
-
- Posts: 2110
- Joined: Thu May 02, 2013 1:27 am
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Brazil
Re: The WIP Thread
Been working on adding Quake map support in my engine. Brushes have some nice properties that Doom maps don't have, and aren't as much of a pain in the ass to work with in the code in some ways.
Unfortunately, documentation is very, *very* lacking, and it's not too straightforward if you're not well-versed in maths. Thankfully, someone helped me with figuring out how to generate the vertices, and the Valve220 format/extension means I don't have to figure out how to generate UVs from the given data.
-
-
- Posts: 17454
- Joined: Mon Oct 27, 2003 12:07 am
- Location: Kuala Lumpur, Malaysia
-
- Posts: 58
- Joined: Sat Aug 01, 2020 12:33 am
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Somewhere