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Re: The WIP Thread

Posted: Sat Jan 09, 2016 3:10 pm
by GENTEK
ANDROSIS MINI-TEASER 2
The next will be after more new area beacause all in the video is not finished! :wink:

Re: The WIP Thread

Posted: Sat Jan 09, 2016 5:33 pm
by TheMisterCat
i made this quite a while ago actually, it only really counts as WIP due to some lingering glitches



made while I was learning how to a* pathfind

Re: The WIP Thread

Posted: Sat Jan 09, 2016 6:07 pm
by Zanieon
Image
Image

Re: The WIP Thread

Posted: Sat Jan 09, 2016 9:13 pm
by GENTEK
Zanieon wrote: Nice PORTAL Zanieon! :D
Image

Re: The WIP Thread

Posted: Sat Jan 09, 2016 9:39 pm
by Zanieon
Heh, The Temple of The Portals have to justify it's name :D

Re: The WIP Thread

Posted: Sat Jan 09, 2016 10:45 pm
by Captain J
GENTEK wrote:ANDROSIS MINI-TEASER 2
The next will be after more new area beacause all in the video is not finished! :wink:
am i the only one who thinks the voice almost like morgan freeman's?

Re: The WIP Thread

Posted: Sun Jan 10, 2016 7:10 am
by GENTEK
Captain J wrote: am i the only one who thinks the voice almost like morgan freeman's?
Sorry Captain J! :P It seem to be an old movie named Stryker.

Re: The WIP Thread

Posted: Sun Jan 10, 2016 7:58 am
by Vostyok
GENTEK wrote:
Captain J wrote: am i the only one who thinks the voice almost like morgan freeman's?
Sorry Captain J! :P It seem to be an old movie named Stryker.
So are we looking at some more post-nuclear shenanigans?

Can't say I'm not excited to see your take on the genre, after those beautiful still shots. :wub:

Re: The WIP Thread

Posted: Sun Jan 10, 2016 8:07 am
by Nash
Heh with all of these post nuclear projects going on, wonder how long before someone makes a Fallout mod for Doom (something I am surprised no one has done yet in last 21 years... considering "X in Doom" is such a popular thing around here...)

Re: The WIP Thread

Posted: Sun Jan 10, 2016 9:22 am
by NeuralStunner
Nash wrote:Heh with all of these post nuclear projects going on, wonder how long before someone makes a Fallout mod for Doom (something I am surprised no one has done yet in last 21 years... considering "X in Doom" is such a popular thing around here...)
It probably doesn't count, but I've been thinking over how to properly do an (original) open-world adventure/RPG in GZDoom. The thing that's still holding me back is draw distance: Everything would have to be scaled down in order to make a reasonably large world within the map size limits, but looking across the entire thing is certain to tank framerate. The only solution I have is generous use of mountain ranges so there's some 1-sided lines between major areas.

Of course, custom AI is also a concern. If you outrun an enemy by miles it should stop trying to chase you, lest you have hundreds of enemies seeking you across the world, which will tank the ticrate in a hurry.

(Hey Nash, if you have some other ideas or are curious, go ahead and shoot me a PM.)

Re: The WIP Thread

Posted: Sun Jan 10, 2016 10:20 am
by Nash
When I said Fallout in Doom, what I had in mind were more like, weapon mods or monster mods, I didn't think a full open world Fallout when I wrote that. =P But as you've already figured out, real open spaces are out of the question. The most "open" you could get within engine limits is if you were to design your levels like in Strife. I think that's a good compromise for the Doom engine. There will be lots of walls so you have to make up for it by giving the player the ILLUSION that the world is big - slower player speed, many maps inside 1 hub, etc etc. Not open world visually but conceptually.

I'll PM you some stuff I've been working on soon. :D

Re: The WIP Thread

Posted: Sun Jan 10, 2016 11:02 am
by Angel-Neko_X
New sprites of the Hotline U.A.C girls.

Elliot:
Image

Rick:
Image

Re: The WIP Thread

Posted: Sun Jan 10, 2016 12:43 pm
by XCVG
NeuralStunner wrote:
Nash wrote:Heh with all of these post nuclear projects going on, wonder how long before someone makes a Fallout mod for Doom (something I am surprised no one has done yet in last 21 years... considering "X in Doom" is such a popular thing around here...)
It probably doesn't count, but I've been thinking over how to properly do an (original) open-world adventure/RPG in GZDoom. The thing that's still holding me back is draw distance: Everything would have to be scaled down in order to make a reasonably large world within the map size limits, but looking across the entire thing is certain to tank framerate. The only solution I have is generous use of mountain ranges so there's some 1-sided lines between major areas.

Of course, custom AI is also a concern. If you outrun an enemy by miles it should stop trying to chase you, lest you have hundreds of enemies seeking you across the world, which will tank the ticrate in a hurry.

(Hey Nash, if you have some other ideas or are curious, go ahead and shoot me a PM.)
When I was building excessively large maps for Ascension Revolution, the problems I ran into weren't related to framerate but simply the map being too big. After a certain point, something goes wrong (rounding errors in the coordinate system, IIRC) and enemies can hit you from across the map. The nodebuilder also crashes, but you can get around that. Despite that, the test maps still ran okay as long as your hardware was half-decent.

There are other problems one might run into, and I though I hesitate to say it's impossible, it's an uphill battle all the way. Fundamentally, the Doom engine (and, if I recall correctly, any BSP-based engine) can't really do big open areas well.
Nash wrote:When I said Fallout in Doom, what I had in mind were more like, weapon mods or monster mods, I didn't think a full open world Fallout when I wrote that. =P But as you've already figured out, real open spaces are out of the question. The most "open" you could get within engine limits is if you were to design your levels like in Strife. I think that's a good compromise for the Doom engine. There will be lots of walls so you have to make up for it by giving the player the ILLUSION that the world is big - slower player speed, many maps inside 1 hub, etc etc. Not open world visually but conceptually.

I'll PM you some stuff I've been working on soon. :D
I think someone was making a Grand Theft Auto map that relied on buildings to break up the map. Much like the city maps in Doom II, only far larger in scale.

Re: The WIP Thread

Posted: Sun Jan 10, 2016 12:47 pm
by Zanieon
XCVG wrote:When I was building excessively large maps for Ascension Revolution, the problems I ran into weren't related to framerate but simply the map being too big. After a certain point, something goes wrong (rounding errors in the coordinate system, IIRC) and enemies can hit you from across the map. The nodebuilder also crashes, but you can get around that. Despite that, the test maps still ran okay as long as your hardware was half-decent.

There are other problems one might run into, and I though I hesitate to say it's impossible, it's an uphill battle all the way. Fundamentally, the Doom engine (and, if I recall correctly, any BSP-based engine) can't really do big open areas well.
You ran the problem of mapping beyond 32767 map units, after this amount your map will start to wrap around, monsters beyond the limits will attack the player in the other side of the map as if they was there as the engine starts to bug the collision checks and stuff of the kind.
XCVG wrote:I think someone was making a Grand Theft Auto map that relied on buildings to break up the map. Much like the city maps in Doom II, only far larger in scale.
Zeberpal's Doom Center

Re: The WIP Thread

Posted: Mon Jan 11, 2016 12:05 am
by GENTEK
I will need help with this project... someone is interested! PM Me :D