The WIP Thread

If it's not ZDoom, it goes here.

Re: The WIP Thread

Postby Captain J » Sat Aug 22, 2015 10:03 am

kodi wrote:Image

Playing around with model rips. This is pretty fun. Considering a gothic fantasy dungeon crawl thing as a side project, using assets from quake 1 and hexen 2. It'd be patterned after Thief, with few weapons but a melee system and lots of Heretic style inventory gadgets and weird crossbow ammo.
ooh, it would be nice if you or someone can make a retrospective hexen 2 doom mod with those models you ripped!
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Re: The WIP Thread

Postby Ixnatifual » Sat Aug 22, 2015 10:06 am

Tormentor667 wrote:Image
Spoiler: "Want to spoil yourself even more?"

I can scarcely imagine how much time you must have spent on that. But from where I'm sitting it looks like it will be worth every hour spent.
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Re: The WIP Thread

Postby kodi » Sat Aug 22, 2015 10:22 am

Captain J wrote:ooh, it would be nice if you or someone can make a retrospective hexen 2 doom mod with those models you ripped!

I could certainly rip the most important assets, but the behaviour/stats of the weapons and enemies isn't really worth porting accurately porting imho - unlike those in quake 1, which HorrorMovieGuy already did so for absolutely beautifully.
But with some nice custom decorate there might be a use for them.
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Re: The WIP Thread

Postby Captain J » Sat Aug 22, 2015 10:24 am

indeed, and i hope that'll happen.
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Re: The WIP Thread

Postby kodi » Sat Aug 22, 2015 4:13 pm

I managed to completely implement the demon archer dude in decorate. Man, keeping track of all those frames was pretty hard. I found out way too late "frame 1" in gzdoom isn't the same as "frame 1" in the model viewer I'm using..
Gonna try with a melee weapon and melee monster now, see if I can get some dodging and parrying in.
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Re: The WIP Thread

Postby Amuscaria » Sat Aug 22, 2015 4:21 pm

Learning some Zbrush. I gotta say, it has the WORST camera controls I've ever seen in any software I've used.

Spoiler:
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Re: The WIP Thread

Postby raymoohawk » Sat Aug 22, 2015 4:28 pm

thats looking pretty good already!
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Re: The WIP Thread

Postby Woolie Wool » Sat Aug 22, 2015 8:42 pm

Image
Tech/QTest themed UI for techbase maps in Quake
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Re: The WIP Thread

Postby Gothic » Sat Aug 22, 2015 9:34 pm

Image
I have mixed feelings for the CAVERN textures. On the one hand, they're just shitty mirrored photos of rock surfaces and they don't even tile vertically. On the other hand, I really love those colors.
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Re: The WIP Thread

Postby MartinHowe » Sun Aug 23, 2015 3:05 am

WinDOOM 2.015 update (and intro for those who haven't seen it)

Image

So why am I porting a 14 year old DOOM source port to modern compilers and modern Windows (VS2015 and Windows 10)? Because I wanted a .NET port of DOOM. There was one back in 2006 but Satan only knows where that guy who wrote it is now, let alone if he even has the source. So I had to roll my own.

The idea was to start with a clean straight Windows/DirectX port of Vanilla Doom, clean it up, refactor the code, etc., and then use that as a basis. So no flats/sprites-in-a-PWAD, no DeHackEd, no BOOM/MBF extensions, no SDL or other libraries; a clean straight Windows and DirectX source port.

WinDoom, as amended by Dean Wiley, fitted the bill. This is purer than Chocolate Doom - but it won't stay that way for long :P

It was quite a job to even get this far. The DirectX version it works with is old, the MUS2MIDI code was totally borked (I used public DOOM3 BFG source), the screenshot format is PCX which works is so old that even Paint.Net can't open it (had to use FastStone Image Viewer and IrfanView should work too).

Of course then there were the the usual crash fixes: Unterminated sprite list - fixed. High-resolution crash in r_things.c - still working on that one. Crash handler with stack dump - done.

Compiled with Visual Studion 2015 Community Edition.
Tested on Windows 10 with Doom Shareware, Ultimate Doom, Doom2, TNT and Plutonia.
Download program: WinDOOM2015x86.zip
Download source: WinDOOM2015src.zip
If you have Chrome it will ask to Keep or Discard these files as they are very careful about downloads.

Screenshots:
Image

Image

Image

This is nothing serious, just a bit of fun for when I have the odd couple of spare hours :)
Of course I seem to be spending rather more time on it than I meant to :p

Oh and just for the lolz:

Image
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Re: The WIP Thread

Postby YukesVonFaust » Sun Aug 23, 2015 9:25 am

Image Image
(click for hi-res)
So... i was bored.
I tried to remake KaelDragon's ZetaWeapons into The World is Not Enough 64. (it's actually TWiNE 64 Weapons in doom but hey)
(Zandronum-only, but soon will be supported for GZDoom i guess)
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Re: The WIP Thread

Postby xenoxols » Sun Aug 23, 2015 9:30 am

Image
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Re: The WIP Thread

Postby TheBadHustlex » Sun Aug 23, 2015 10:14 am

I need some opinions here.

Which effect looks better?
This one, with less particles...
Or this one, with more particles?

I really can not decide.



@Xeno
The rifle looks pretty small now. Intended?
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Re: The WIP Thread

Postby xenoxols » Sun Aug 23, 2015 10:18 am

The rifle looks pretty big to me.
Image
More completed street.
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Re: The WIP Thread

Postby Captain J » Sun Aug 23, 2015 11:04 am

TheBadHustlex wrote:Which effect looks better?
losta particles makes the weapon fancier, but laggy.
xenoxols wrote:The rifle looks pretty big to me.
imo, his hand is massively bigger than rifle. and again, intended?
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