The WIP Thread

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doomfiend
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Re: The WIP Thread

Post by doomfiend »

DoomKrakken wrote:What's the name of that mapppack?
Heres the mapset I found on Doomworld called Violance. Didn't play much of it yet.
https://www.doomworld.com/vb/wads-mods/ ... -4-map-ep/
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DoomKrakken
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Re: The WIP Thread

Post by DoomKrakken »

Ah... he did make a bunch of maps in a different release that resembled Valiant greatly... no wonder. :)

Thanks for linking!
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YukesVonFaust
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Re: The WIP Thread

Post by YukesVonFaust »

so, i decided to remake mj79's "sandycity"...
and this is what i did.
Image
Spoiler: more images at the spoiler. Maps are from Garrulo.wad.
YVF_SandyCity-Remake.pk3 is not bundled with JP HUD and Beautiful Doom.
YVF_SandyCity-Remake-BeauDoomPatch.pk3 includes 1 new variation of a WolfensteinSS, and adds an MP40 to slot 0.
these and that are coming soon.

(hopefully.)
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Angel-Neko_X
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Re: The WIP Thread

Post by Angel-Neko_X »

Beta 5 released! People can be able to make to make their custom Hotline U.A.C maps with colored marines.
Stay tuned for more updates!
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xenoxols
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Re: The WIP Thread

Post by xenoxols »

Image
Image
New maps are cool too.
EDIT:
Image
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AD_79
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Re: The WIP Thread

Post by AD_79 »

DoomKrakken wrote:Ah... he did make a bunch of maps in a different release that resembled Valiant greatly... no wonder. :)
I sure did : ^ )

I really like doomfiend's hud, btw, in particular how the colour changes depending on your health. Simple but it works!
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DoomKrakken
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Re: The WIP Thread

Post by DoomKrakken »

Haven't played it yet... or Valiant, for that matter... but I will.
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doomfiend
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Re: The WIP Thread

Post by doomfiend »

To those that want my Visor HUD here you go!

https://www.dropbox.com/s/m562ftya2tafk ... 2.wad?dl=0
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DoomKrakken
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Re: The WIP Thread

Post by DoomKrakken »

Is it compatible with mods, or is it only compatible with Vanilla Doom?
RaveYard
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Re: The WIP Thread

Post by RaveYard »



Now faster than ever!
Also, here is a multiplayer test video on alpha 004 to anyone who is interested: https://www.youtube.com/watch?v=UIqcuUIBVbI

Once I finish Alpha 006 then I might do topic for this mod :)
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DoomKrakken
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Re: The WIP Thread

Post by DoomKrakken »

I've a feeling this one's gonna be a hit. :D
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doomfiend
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Re: The WIP Thread

Post by doomfiend »

DoomKrakken wrote:Is it compatible with mods, or is it only compatible with Vanilla Doom?
Yeah it has mod support :p
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TheBadHustlex
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Re: The WIP Thread

Post by TheBadHustlex »

If you're gonna be able to pull of redstone, you're a king.
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Nash
 
 
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Re: The WIP Thread

Post by Nash »

RaveYard: Is it for Zandro or GZDoom? How are you dynamically loading blocks in multiplayer? If the blocks are in world space, wouldn't that - for example - make tiles disappear from other players if they are far from each other? Unless you've somehow figured out how to spawn blocks strictly client-side in which case each player has his own set of blocks that's not conflicting with any other players...
RaveYard
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Re: The WIP Thread

Post by RaveYard »

TheBadHustlex wrote:If you're gonna be able to pull of redstone, you're a king.
Perhaps later :D
Nash wrote:RaveYard: Is it for Zandro or GZDoom? How are you dynamically loading blocks in multiplayer? If the blocks are in world space, wouldn't that - for example - make tiles disappear from other players if they are far from each other? Unless you've somehow figured out how to spawn blocks strictly client-side in which case each player has his own set of blocks that's not conflicting with any other players...
Well the multiplayer test was for fun, so there were problems with blocks disappearing. But it worked just enough for a video.

It runs only in GZDoom. I might consider using Zandronum 3.0 because of it's server/client multiplayer... but that is also the reason why I haven't decided on that yet.
So basically, if I went with GZDoom then multiplayer would work pretty much on itself, but to increase performance I might have to purposefully desynchronize some block spawning.
When it comes to Zandronum there are possibly many problems like: how to quickly download changes when connecting, how to make clientsided collision, movement and so on... :(
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