The WIP Thread

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NeuralStunner
 
 
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Re: The WIP Thread

Post by NeuralStunner »

leileilol wrote:You know Q3 had that obviously low frame crossfaded flame shader on torches, etc?

Meet the 24 frame fire shader equivalent. no engine changes were neccessary for this trick.
That does look a lot smoother. (Almost too smooth, but I'll blame the strange flame sequence as well.) Can't say I've ever been a fan of lighting halos, though.

Marrub wrote:Pretty pickup thingies.
Classy. :) (I'm with Blox though, it should probably slow down just a bit.)
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cambertian
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Re: The WIP Thread

Post by cambertian »

Making a PLAYPAL is haaaaarrrrrd!
I've got 9 rows of 16-color gradients at the moment, and it still isn't enough to fill it up entirely. I can only think of one more color to add. :(
For reference, I'm putting together a standalone, vibrant cartoon-style mod that (I feel) doesn't need all 256 colors.

Yeah, yeah, I know - "fill up the empty space with a single color..." *grumbles*
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Re: The WIP Thread

Post by YukiHerz »

You could fill up the extra spaces with auxiliary colors as you create more assets.
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kodi
 
 
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Re: The WIP Thread

Post by kodi »

So I managed to figure out how to have the gun warp with the player and look right when constantly set to the player's pitch, and with the player frozen the gun pointing looks pretty sweet.

The issues are that interpolating a model's position and pitch/angle at the same time breaks the interpolation for the latter two so it's looks jerky, and I still don't know how to account for player pitch in the pointing function by changing roll and stuff, so this can happen:

Image
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jpalomo
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Re: The WIP Thread

Post by jpalomo »

Holy crap! That is amazing. I can see something like that being used in a rail-shooter.
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Re: The WIP Thread

Post by Marrub »

NeuralStunner wrote:
Marrub wrote:Pretty pickup thingies.
Classy. :) (I'm with Blox though, it should probably slow down just a bit.)
Fixed that and added a buncha cool stuff. Also made a circular spread calculator:
https://dl.dropboxusercontent.com/u/263 ... 7-236.webm
(Disreguard the voice at the end, forgot to mute Teamspeak.)
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Dancso
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Re: The WIP Thread

Post by Dancso »

One thing led to another...
http://i.imgur.com/Y52AdBP.jpg
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Re: The WIP Thread

Post by DoomKrakken »

Loving that HUD. :D
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Dancso wrote:One thing led to another...
http://i.imgur.com/Y52AdBP.jpg
now that's ultimately retrospective! and i hope there's heretic version as well!
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Re: The WIP Thread

Post by Dancso »

It's pretty incomplete at this stage as it's missing inventory / AC / keys / Ultimate weapon parts, though I have already made strides to support weapon diversity (to interchange between one or two globes based on what the weapon uses) so it will be compatible with other games too, whether or not I'll make a custom design for each depends on how long my motivation/free time lasts.

Might add yet another (optional) globe for regular armor aswell, though it's a bit tricky to design in a way that won't imbalance/clutter the HUD's aesthetic.
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Re: The WIP Thread

Post by doomfiend »

kodi wrote:So I managed to figure out how to have the gun warp with the player and look right when constantly set to the player's pitch, and with the player frozen the gun pointing looks pretty sweet.

The issues are that interpolating a model's position and pitch/angle at the same time breaks the interpolation for the latter two so it's looks jerky, and I still don't know how to account for player pitch in the pointing function by changing roll and stuff, so this can happen:

Image
Would aiming be similar to that of Metroid prime (Trillogy?) meaning when your mouse reaches the edge of your screen it make your character turn?
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Re: The WIP Thread

Post by Galaxy_Stranger »

jpalomo wrote:Holy crap! That is amazing. I can see something like that being used in a rail-shooter.
You know that might be fun to play - turn Doom & Doom II into on-rail shooter. That would be a pretty cool mod - like House of the Dead, etc.
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kodi
 
 
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Re: The WIP Thread

Post by kodi »

doomfiend wrote: Would aiming be similar to that of Metroid prime (Trillogy?) meaning when your mouse reaches the edge of your screen it make your character turn?
That's one of several ways it could be used if/when I get it working right. Worst case scenario: incompatible with vertical freelook (or just with clamped pitch?)
Edit: Unfortunately it seems to be impossible to angle an up/downward facing actor from side to side. Changing Angle rotates it around it's vertical axis, and so does changing Roll. So it's seemingly pointless trying to get it to work with vertical freelook. Oh well.
Galaxy_Stranger wrote: You know that might be fun to play - turn Doom & Doom II into on-rail shooter. That would be a pretty cool mod - like House of the Dead, etc.
House of the Doomed :twisted:
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Re: The WIP Thread

Post by Cage »

Damn, you can really go a long way with a decent procedurally generated base and digital painting on-top

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Re: The WIP Thread

Post by wildweasel »

Oooh, Tyrian-esque. I wonder if Dan Cook used any kind of generation algorithms?
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