The WIP Thread

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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Nevander wrote:Some gameplay of my upcoming Doom 64 TC to GZDoom:
Sky is indeed a hell of an improvement to D64 one! Also kinda reminds me of quake one as well.
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Viscra Maelstrom
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Re: The WIP Thread

Post by Viscra Maelstrom »

not to insinuate anything here, but it seems a tad pointless to make a Doom 64 TC for GZDoom when there's a perfectly functional source-port that can run the original game code, and thus being much more faithful than any other derivatives. so why go through the effort of remaking something of which there already exists something that's more or less completely accurate already?
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zrrion the insect
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Re: The WIP Thread

Post by zrrion the insect »

Gzdoom mod compatibility.
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DoomKrakken
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Re: The WIP Thread

Post by DoomKrakken »

Viscra Maelstrom wrote:not to insinuate anything here, but it seems a tad pointless to make a Doom 64 TC for GZDoom when there's a perfectly functional source-port that can run the original game code, and thus being much more faithful than any other derivatives. so why go through the effort of remaking something of which there already exists something that's more or less completely accurate already?
- So that we can play it on GZDoom, and to play it with whatever other mods we want to play with it.
- To add a few effects here and there (like Doom 64: Retribution), or a lot of effects (like Brutal Doom 64), while retaining the feel of the whole thing.
- So that we have access to all of our awesome GZDoom options for maximum effect.

Not to sound snooty, but... there are quite a few reasons.
Nevander
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Re: The WIP Thread

Post by Nevander »

And the work's already done. Pointless or not it doesn't matter now. :D

My biggest driving force to do it was seeing the quality of the first attempt (GZDoom64) which was basically a conversion of The Absolution TC but so many unnecessary changes were made to the maps and it got rid of so many Doom 64 effects. I knew from a modding and mapping standpoint that making those things are possible, and so I just decided to start doing them myself.

Brutal Doom 64 is great, but it too is based off the original GZDoom64 attempt. This version that I am making is fresh. All the maps 100% from the source, textures, sprites, everything is from the source. It's all in all a much cleaner product. If you want to play Doom 64 on GZDoom, now finally you will have a proper version.

Not to mention it was a prime opportunity for me to improve my modding skills. I never used ACS nor dreamed of using it prior to around September last year. Now I'm a regular ACS scripter. Coding the scripts for over 32 maps would tend to do that. It was a great learning experience and now I'm all the better of a mapper for it, and we have a proper Doom 64 in GZDoom coming soon.
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vólentiæn
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Re: The WIP Thread

Post by vólentiæn »

yes I am still working on the sad piece of existence known as Æ.K
Spoiler:
so far i have added a sniper rifle nd a Ak12 with a zoom.
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Jimmy
 
 
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Re: The WIP Thread

Post by Jimmy »

Just because that general type of thing bugs me to an unreasonable degree, I feel a need to say that your status bar needs a lot of work.

- Either ditch the % signs or use the ones from the source you found (they're in requiem.wad).
- The blue boxes aren't correctly sized, the armor one especially, and the mugshot one needs to be taller by one pixel.
- The words at the bottom should ideally be all-caps or no-caps.

However, if you need help putting one together, I wouldn't mind helping, as I've done a number of status bars before.

EDIT: Here you go! Take your pick - without the gradient or not.

Image

Image
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Lex Safonov
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Re: The WIP Thread

Post by Lex Safonov »

Another Work, PowerSlave Demo:
Last edited by Lex Safonov on Fri Feb 10, 2017 2:30 am, edited 1 time in total.
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Mikk-
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Re: The WIP Thread

Post by Mikk- »

Trying to make some new fire effects for Heretic.. This is 100% vanilla, too. Admittedly, it looks much better in motion.
Image
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Looks great and fluid in game, and gotta love those amber going.
Lex Safonov wrote:Another Work, PowerSlave Demo:
I can't see the video for some reason, but it is already indeed interesting.
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vólentiæn
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Re: The WIP Thread

Post by vólentiæn »

Jimmy wrote:Just because that general type of thing bugs me to an unreasonable degree, I feel a need to say that your status bar needs a lot of work.

- Either ditch the % signs or use the ones from the source you found (they're in requiem.wad).
- The blue boxes aren't correctly sized, the armor one especially, and the mugshot one needs to be taller by one pixel.
- The words at the bottom should ideally be all-caps or no-caps.

However, if you need help putting one together, I wouldn't mind helping, as I've done a number of status bars before.

EDIT: Here you go! Take your pick - without the gradient or not.

Image

Image
thanks for telling me about that.
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Lex Safonov
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Re: The WIP Thread

Post by Lex Safonov »

Captain J wrote:Looks great and fluid in game, and gotta love those amber going.
Lex Safonov wrote:Another Work, PowerSlave Demo:
I can't see the video for some reason, but it is already indeed interesting.
Shit, my bad. Recreate video link.
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Lex Safonov wrote:Shit, my bad. Recreate video link.
Thanks for the fix! Anyway Powerslave mod in Blood map? It's confusing, but it's really reasonable!
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Lex Safonov
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Re: The WIP Thread

Post by Lex Safonov »

Captain J wrote:Thanks for the fix! Anyway Powerslave mod in Blood map? It's confusing, but it's really reasonable!
Yeah, it's mod are debugging.Proceed to him, I probably will not soon)
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Mikk-
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Re: The WIP Thread

Post by Mikk- »

So heres a video of the aformentioned fire effect. all 100% heretic assets couple with TEXTURES & ZScript wizardry.
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