The WIP Thread

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NeuralStunner
 
 
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Re: The WIP Thread

Post by NeuralStunner »

Kinsie wrote:(ALSO ALSO: If anyone knows how to view Rise of the Triad's font format, let me know - I think this font originated there and I might as well check if there's any exclusive glyphs!)
I even tried throwing DARKWAR.WAd at XWE (blech) but didn't come up with anything. Only good lead I'd have is the ROTT source itself, there's a link here (directly from the 3D Realms FTP).

Blzut remarks:
I forget the details, but IIRC it was one of those "largely the same as the Wolf3D format, but different in one spot for no particular reason"
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Kinsie
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Re: The WIP Thread

Post by Kinsie »

Further messing with Unicode characters.

Image

I will probably never use any of these in a project, but what if someone else needs them Image
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Woolie Wool
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Re: The WIP Thread

Post by Woolie Wool »

InsanityBringer wrote:hmm. I'll probably have to bite the bullet and go for it. I'd like something decent out of the box, but I really don't want to write a midiproc hack to allow using the windows synth or something like that.

(galaxy brain ideas: wait for a FluidSynth release that supports DLS and if no soundfont is provided, load gm.dls from the system directory)

EDIT: So one cool feature of this port is that it gives me a playground to test some of the game's cut features. Like this one:
That is sweet as hell and I hope whatever project this is at least makes it possible for forks to use things like the station dock. As for midi, I urge you to allow the user to select their own midi device, for those of us who have hardware midi.
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Kinsie
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Re: The WIP Thread

Post by Kinsie »

Woolie Wool wrote:That is sweet as hell and I hope whatever project this is at least makes it possible for forks to use things like the station dock. As for midi, I urge you to allow the user to select their own midi device, for those of us who have hardware midi.
It's a "Chocolate Descent" project, if a previous video title is any indication.

I think InsanityBringer was having trouble with MIDI implementation stuff, so who knows how that'll turn out...
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Cherno
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Re: The WIP Thread

Post by Cherno »

I did some more work on my Future Noir TC.

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Re: The WIP Thread

Post by Darsycho »

https://twitter.com/Darsycho/status/1177809092024373249

more progress on da invasion of mine.

Image
Image
Image
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Re: The WIP Thread

Post by comet1337 »

somehow gives me those "old skulltag map" vibes
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InsanityBringer
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Re: The WIP Thread

Post by InsanityBringer »

with regards to choclate descent, I'm probably not going to add anything in terms of modding features for it (though I want to fix up a lot of the cut features and make them easy to build with), but there's some urge in me to try my own hand at a modding-focused engine after finishing up this project. These features could make it into it, perhaps.

Also yeah as Kinsie mentioned MIDI's been giving me trouble, but I've got a bunch of people asking about hardware MIDI so I'm going to look into allowing MIDI output through the Windows MIDI system, since I'm informed even in newer versions of Windows this can be used to pass through MIDI events to hardware synths. It would definitely be very cool to do so...

Oh yeah, as a little update on that front, I've gotten Descent 2 ported and mostly stable within the same framework as the Descent 1 code, and I've been able to play through much of the game with only minor issues that I hopefully should get fixed soon. After some fixes, I want to try getting D2X's libmve integrated so I can get movies playing back again, and I'm getting mighty tempted to take a stab at emulating the polygon accelerated versions. I might play around with some basic 15BPP rendering code soon in their poly accel lib to see if it's feasible for me to do.
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Kinsie
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Re: The WIP Thread

Post by Kinsie »

Outside of Doom stuff, the new Steam library redesign arrived in beta and I quite like it, except for the bit where the publishers of many games have yet to upload new images to make their games look their Sunday best. Luckily, there's a way to apply custom box art images to any game via the right-click menu. Sooo, I made a few here, compiled others from other services there, and now I have an archive of 240 custom boxarts for the new library, all designed to blend in with the official ones as much as possible. They might also be useful for other frontends, such as Launchbox...

Image

You can grab the current version here. Hope you find it useful!
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Woolie Wool
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Re: The WIP Thread

Post by Woolie Wool »


"I don't think I'm in Germany anymore..."
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sirudoom
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Re: The WIP Thread

Post by sirudoom »

whats the name of that wad? I want to play that

oh the thread is work in progress so you made it? nice.

wolf 3d would be the perfect look to make a 3d dink smallwood.
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Captain J
 
 
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Re: The WIP Thread

Post by Captain J »

Shadowcaster enemies! It's been a while. I hope you would add more and bizarre enemies. :P
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Re: The WIP Thread

Post by Kinsie »

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comet1337
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Re: The WIP Thread

Post by comet1337 »

custom bot config/player class that makes them look and act like monsters
or bot ai and player movement integrated onto monsters?
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Negatronica
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Re: The WIP Thread

Post by Negatronica »

I'm in the process of making a skeletal wraith. The sprites aren't finished but the floating spine effect works nicely.

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