Voxels?

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
Demolisher
Posts: 1749
Joined: Mon Aug 11, 2008 12:59 pm
Graphics Processor: nVidia with Vulkan support
Location: Winchester, VA

Re: Voxels?

Post by Demolisher »

I agree with riffraff on this subject, it does look like two shoulder harnesses, not one goofy ass one.
User avatar
DooMAD
Posts: 44
Joined: Fri Dec 30, 2005 5:13 pm
Location: UK

Re: Voxels?

Post by DooMAD »

I know the HUD sprites are all centred, but I'm inclined to disagree about the double shoulder harness for the BFG. From a practical perspective, that would be a ridiculous posture to be standing in while firing a large gun. The recoil would probably crack your ribs. I'm almost positive it's only intended to go over one shoulder. The gun also doesn't appear to be wide enough for that.

Plus, someone making a 3D model version for UT2004 came up with the same shape: http://www.youtube.com/watch?v=M2vwY2MstSU
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: Voxels?

Post by wildweasel »

DooMAD wrote:I know the HUD sprites are all centred, but I'm inclined to disagree about the double shoulder harness for the BFG. From a practical perspective, that would be a ridiculous posture to be standing in while firing a large gun. The recoil would probably crack your ribs. I'm almost positive it's only intended to go over one shoulder. The gun also doesn't appear to be wide enough for that.
That's assuming that the BFG actually produces recoil at all.The weapon sprite does not actually recoil (though there is the unused BFUGB0 in the wad file), and I suppose if we're taking the first Doom novel into (selective) canon, the protagonist does describe how the BFG doesn't kick as much as he expected it to, and that it's also lighter than it looks.
RiffRaff1138
Posts: 6
Joined: Thu Feb 24, 2011 11:19 am

Re: Voxels?

Post by RiffRaff1138 »

DooMAD wrote:I know the HUD sprites are all centred, but I'm inclined to disagree about the double shoulder harness for the BFG. From a practical perspective, that would be a ridiculous posture to be standing in while firing a large gun. The recoil would probably crack your ribs.
If you insist on thinking realistically about it: The harnesses (stocks?) quite obviously fold. I imagine that they don't just lock into place, but rather that they're a bit springy, to absorb some of the recoil.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: Voxels?

Post by TheDarkArchon »

DooMAD wrote: Plus, someone making a 3D model version for UT2004 came up with the same shape: http://www.youtube.com/watch?v=M2vwY2MstSU
...so? That doesn't necessarily mean it's correct or not.
User avatar
Xaser
 
 
Posts: 10772
Joined: Sun Jul 20, 2003 12:15 pm

Re: Voxels?

Post by Xaser »

It seems more natual to me, but maybe that's only because I've seen more models/depictions of it using a single harness rather than two. That'd be my preference, at any rate.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: Voxels?

Post by Snarboo »

Someone should ask John Romero or Carmack about this and see if they remember. :p
Gez
 
 
Posts: 17849
Joined: Fri Jul 06, 2007 3:22 pm

Re: Voxels?

Post by Gez »

If you bother a Carmack about this, it'd be more appropriate to consult Adrian.
Edward-san
Posts: 1774
Joined: Sat Oct 17, 2009 9:40 am

Re: Voxels?

Post by Edward-san »

Image
Did you try latest svn build of zdoom with the voxel wad? I see a lot of missing faces and bad renderings...

image:
Image

And can someone upload the latest version of the file?
User avatar
DooMAD
Posts: 44
Joined: Fri Dec 30, 2005 5:13 pm
Location: UK

Re: Voxels?

Post by DooMAD »

Edward-san wrote: Did you try latest svn build of zdoom with the voxel wad? I see a lot of missing faces and bad renderings...

And can someone upload the latest version of the file?
The latest version is always the same link, http://www.teamhellspawn.com/zdoom_vox.zip

No idea why it's messed up in your screen there. Also, now that they're officially supported, if anyone wants to submit finished voxel entries, feel free. Still need some skull keys and various bits of decorative scenery. If anyone can find a decent way to do the sphere powerups, that would be cool too. The weapon and ammo pickups are all finished now.
Gez
 
 
Posts: 17849
Joined: Fri Jul 06, 2007 3:22 pm

Re: Voxels?

Post by Gez »

Are you still including an old copy of ZDoom in that pack, by the way?
User avatar
DooMAD
Posts: 44
Joined: Fri Dec 30, 2005 5:13 pm
Location: UK

Re: Voxels?

Post by DooMAD »

Ah, yes. That's probably the cause then.
User avatar
randi
Site Admin
Posts: 7746
Joined: Wed Jul 09, 2003 10:30 pm

Re: Voxels?

Post by randi »

The problem in that screenshot is because of a bug introduced in r3711 that was fixed in r3724. There was nothing wrong with the voxels themselves.
Edward-san
Posts: 1774
Joined: Sat Oct 17, 2009 9:40 am

Re: Voxels?

Post by Edward-san »

it's as randy said. It's now rendered correctly. :P

btw: the red/green switch is voxelized wrongly... (edit: to be precise the voxelized image is mirrored)
User avatar
VGA
Posts: 505
Joined: Mon Mar 28, 2011 1:56 am

Re: Voxels?

Post by VGA »

Doomad will you release a beta pk3 (so I can put it on autoload on gzdoom) ? :lol:

It looks awesome ! :mrgreen:

Return to “General”