I'm in the midst of trying to generate pseudo random (but also linear to keep things *cough* simpler) levels in GZDoom using "prefabs" and wall portals. Hoo boy...
The first generation flat-out crashed GZDoom. Not "playing for a little bit before crashing," no. Just flat-out crashing right on start-up. Always a good sign.
Second generation would make a level that lead straight to the exit and headed into an infinite loop. Once again, good sign.
The last thing that would actually run generated random levels... maybe a bit too random. You could go out one door, try to go back to the room you exited, and it would lead to a completely different room (sometimes an infinite hallway).
It was at this point I decided to try out GDCC, since I think I'm in need of data structures here, but the latest one doesn't support the wall portal special yet I think. Sigh...
If you guys can think of any suggestions or leads, I'm all for it at this point. My guess is that the algorithm needed is either super complex, dirt simple or a supreme hack-job.
Re: The WIP Thread
Posted: Thu May 26, 2016 10:26 am
by Captain J
Seems intresting, never heard about random level portal topic for doom before!
Re: The WIP Thread
Posted: Thu May 26, 2016 11:51 am
by YukesVonFaust
It's been a (little) long time since i've made progress from this remake.
now it has fancy tracers. (and new sprites (for guns too).)
leileilol wrote:you really should fix your pixel aspect. Try reducing height by 80%
How would you do this?
Re: The WIP Thread
Posted: Thu May 26, 2016 3:09 pm
by Remmirath
Moar doors and a switch:
Re: The WIP Thread
Posted: Thu May 26, 2016 5:30 pm
by amv2k9
Heretic monster pack for Trailblazer. Wizards have their magic shots spinning above their head before they cast.
Re: The WIP Thread
Posted: Thu May 26, 2016 7:27 pm
by Accensus
Spoiler: Kinda large pics
Almost done with the Dishonored Doom mod. Should release it tomorrow if all goes well. Pics in spoiler are from HUD. I still have to add a few more things.
Re: The WIP Thread
Posted: Thu May 26, 2016 8:16 pm
by zrrion the insect
amv2k9 wrote:Heretic monster pack for Trailblazer. Wizards have their magic shots spinning above their head before they cast.
That is so much better than the weird blinking thing that they do in vanilla. Super siked for the compat. patch.
Re: The WIP Thread
Posted: Thu May 26, 2016 9:24 pm
by Captain J
Remmirath wrote:Moar doors and a switch
Swit Gud Textures, Man.
amv2k9 wrote:Heretic monster pack for Trailblazer. Wizards have their magic shots spinning above their head before they cast.
can't wait for more fancy effects from them!
Re: The WIP Thread
Posted: Fri May 27, 2016 9:11 am
by Jimmy
neh.
Re: The WIP Thread
Posted: Fri May 27, 2016 10:37 am
by NeuralStunner
Not bad, other than the @ which seems a bit weird. (Perhaps shrink the open space in the middle?)
Re: The WIP Thread
Posted: Fri May 27, 2016 4:49 pm
by kodi
Natural terrain is fun but quite time-consuming. Wish there were a modern terrain generator tool or a vertex height brush in GZDB.
Re: The WIP Thread
Posted: Fri May 27, 2016 6:20 pm
by abbuw
Geothermal plant in a colony ship.
Re: The WIP Thread
Posted: Fri May 27, 2016 7:14 pm
by InsanityBringer
kodi wrote:Natural terrain is fun but quite time-consuming. Wish there were a modern terrain generator tool or a vertex height brush in GZDB.
I was working on a terrain tool a while back but I never finished it. It generated UDMF maps with vertex slopes and used a basic implementation of lambert's cosine law to do simple shadowing. I secretly wanted to add a radiosity simulator to it with a system to bake a large flat for the map, but it never worked out. I never did add any real neat texturing options, though, so I don't think it would be of use to you.
I released a beta build a while ago and the source for it, but maybe when I'm not juggling so many things I could take a look at it
Re: The WIP Thread
Posted: Fri May 27, 2016 7:52 pm
by sonic_HD87
I found 3D models from Metroid Prime, includes enemies and props, which means i can get some sprites with them! I started with Samus to have the player sprites done, but hell, i spend the whole day learning bone animation and painting the weights manually since Blender didn't know how to put it correctly.
I made a basic run animation but i don't care about some details (see left hand) since these sprites will be the least of the thing that the player will see. It looks nice considering this is my first 3D animation.