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Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Thu Sep 01, 2011 9:13 pm
by DoomRater
Heard bad things about the weapon system in Dark Cloud.... like broken weapons disappearing and stuff.

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Fri Sep 02, 2011 2:13 am
by Phobus
Bomber wrote:A Short Map Called "Cyanide" (Cianuro in Spanish)
That's an awful lot of lighting! I quite like those sloped LITE5 ceiling fixtures though.

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Fri Sep 02, 2011 4:52 am
by Nightfall
Showcasing: Yet another random map that will probably never be finished!
Spoiler:
Spoiler:
Spoiler:

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Fri Sep 02, 2011 1:21 pm
by ChronoSeth
It seems excessively dark.

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Fri Sep 02, 2011 9:30 pm
by Bomber
Moar Pics of Cyanide
Spoiler:

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sat Sep 03, 2011 9:59 am
by Xim
Looking good Bomber!
ChronoSeth wrote:It seems excessively dark.
Yeah, Doom 3 called, you're making it jealous. :lol:

That is an interesting red lift though.

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sat Sep 03, 2011 3:09 pm
by zap610
Image

An idea I wanted to try.

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sat Sep 03, 2011 5:28 pm
by Ghastly
zap610 wrote:*Image*
lol ur usin r776 mnotsers ur mod suxxxx!!!!!!!!!! Otherwise looks good. :P

Been working on a level-up/achievement script for Tactical Doom, to help attract CoD players and players who like meaningless gold stars and empty rewards when they play. :P

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sat Sep 03, 2011 5:50 pm
by zap610
Ghastly_dragon wrote:
zap610 wrote:*Image*
lol ur usin r776 mnotsers ur mod suxxxx!!!!!!!!!! Otherwise looks good. :P
Thanks! There's a subtle reason that I picked those specific monsters. :3:

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sat Sep 03, 2011 7:07 pm
by NeuralStunner
zap610 wrote:[Screenshot]
Woo, I like that. Particularly the subtle shine on the floor.

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sat Sep 03, 2011 7:59 pm
by MG_Man
NeuralStunner wrote:Woo, I like that. Particularly the subtle shine on the floor.
I see no such thing

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sat Sep 03, 2011 8:41 pm
by NeuralStunner
MG_Man wrote:I see no such thing
Look at the areas under the skylight. The areas around it are only slightly darker (light diffusion), so it creates a look of shininess rather than an insane level of brightness (as if daylight only travels in straight lines, which some mappers unfortunately sem to think).

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sat Sep 03, 2011 9:17 pm
by Sodaholic
NeuralStunner wrote:as if daylight only travels in straight lines, which some mappers unfortunately seem to think
I think you could blame how the engine works for that instead of the mappers.

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sat Sep 03, 2011 9:40 pm
by esselfortium
Sodaholic wrote:
NeuralStunner wrote:as if daylight only travels in straight lines, which some mappers unfortunately seem to think
I think you could blame how the engine works for that instead of the mappers.
Does your version of Doom tell you how to draw sector lighting?

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Posted: Sat Sep 03, 2011 11:24 pm
by Sodaholic
esselfortium wrote:Does your version of Doom tell you how to draw sector lighting?
If you're dealing with a port without light transfer/light sloping, yes, actually. If you have a light source from above, you really have no choice but to have it come straight down. Otherwise, if you were to try to have the light area on the floor be bigger than the area that the light source covers, you would end up lighting the area on the ceiling surrounding the light source as well.

If you're dealing with horizontal light sources on the other hand, you can shape the sector to have light cast out in rays instead of being straight forward like a laser.


If dealing with something like ZDoom though, it doesn't matter, since these restrictions don't apply.