The WIP Thread

If it's not ZDoom, it goes here.

Postby Bashe » Fri Jul 06, 2007 6:49 am

Well, I was working on a sequel to my "Eternal Shellshock" midi, but I've kinda not been working on it lately.
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Postby DoomRater » Sat Jul 07, 2007 1:40 pm

Recovery from concussion nearly complete. I may lag behind on anything I'm working on while I get my ass back in shape.
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Postby Wills » Sat Jul 07, 2007 4:20 pm

Catharsis II - The Bloodletting. A companion mission to Catharsis II. I'm experimenting to see how having all light come from dynamic lighting objects turns out.
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Postby QBasicer » Thu Jul 12, 2007 10:15 pm

Currently implementing my version tracking system.
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Postby Ryan Cordell » Thu Jul 12, 2007 11:00 pm

An attempt at a fangame, it has no real name, just a project codename. I'll try to iron out the engine before I start making the graphics.
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Postby Unknown_Assassin » Fri Jul 13, 2007 1:42 pm

I am currently adding more custom monsters into one full zip that can be compatible with each other. I am also making them more powerful as well so I can summon them when playing mass monster wads. :twisted:
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Postby Lamneth » Fri Jul 13, 2007 3:19 pm

I'm not working on anything in particular right now but my computer is:
Code: Select allExpand view
[19:00:11] Project: 2424 (Run 1, Clone 10, Gen 0)
[19:00:11]
[19:00:11] Assembly optimizations on if available.
[19:00:11] Entering M.D.
[19:00:34] (Starting from checkpoint)
[19:00:34] Protein: p2424_Ribo_lys_aux
[19:00:34]
[19:00:34] Writing local files
[19:00:34] Completed 6474 out of 250000 steps   (3)
[19:00:40] Extra SSE boost OK.
[19:19:23] Writing local files
[19:19:23] Completed 7500 out of 250000 steps   (3)
[20:04:56] Writing local files
[20:04:56] Completed 10000 out of 250000 steps   (4)
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Postby Ryan Cordell » Sat Jul 14, 2007 1:34 am

Here's the pic of the attempted fangame in question, not a lot done, really, most of the art, if not all, is 100% custom made.

Image
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Postby DoomRater » Sat Jul 14, 2007 1:18 pm

http://rapidshare.com/files/42910845/ippo.zip.html

Ready frames need to have the background ripped away but that won't be a problem. Starting on the hooks, body blows, uppercuts next. (They have a lot of frames!)
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Postby XutaWoo » Sat Jul 14, 2007 2:40 pm

DoomRater wrote:http://rapidshare.com/files/42910845/ippo.zip.html

Ready frames need to have the background ripped away but that won't be a problem. Starting on the hooks, body blows, uppercuts next. (They have a lot of frames!)


Me wants to have that mod when it's finished.
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Postby DoomRater » Sat Jul 14, 2007 3:46 pm

I'll probably submit it to ARW, piece by piece. Eventually I'll do all the Hajime No Ippo styles like this.

Oh dear, I just realized I never got any frames of blocking! That'll be important if I ever manage to get blocking working the way I envision it...
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Postby QBasicer » Sun Jul 15, 2007 4:07 pm

ZDLSharp now has a DMFLAG picker.
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Postby Shadelight » Sun Jul 15, 2007 6:57 pm

Which is a nifty little thing too. :3
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Postby QBasicer » Sun Jul 15, 2007 9:54 pm

Hey, BP, your version has a bug, check out 3.0.4.1.
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#include <QBasicer.h>
 
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Postby Dutch Devil » Mon Jul 16, 2007 2:52 pm

I'm trying to make maps for Call of Duty it took me an couple of hours to make this L-shaped room, these are my first efforts into mapping for this game I thought I'd start out simple with some easy stuff.
Image
I hope I get better with this cause I would like to make some nice death match maps for this game I still got alot to learn of course.
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