Ultimate Torment & Torture (New Screens p.26)
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True, but that's not really what I meant. Let me rephrase.
In dark rooms, It gets really bright near you, so you can see what's right in front of you. And further away from you, it gets darker and darker until you can't see anything. (A large sector with lightlevel 112 is a good example) In OpenGL, there's just one level of light, which is... boring. :\
There's also this thing with freelook. In software, the floor/ceiling stretches the more you look up/down. Sure, it looked odd, but i don't think i've ever had a problem with shooting stuff at a lower/higher floor, like Ï've had in OpenGL.
(Half-related) Also, I think dynamic lights just look out of place. I just can't imagine a doom map filled with dynamic lights.
In dark rooms, It gets really bright near you, so you can see what's right in front of you. And further away from you, it gets darker and darker until you can't see anything. (A large sector with lightlevel 112 is a good example) In OpenGL, there's just one level of light, which is... boring. :\
There's also this thing with freelook. In software, the floor/ceiling stretches the more you look up/down. Sure, it looked odd, but i don't think i've ever had a problem with shooting stuff at a lower/higher floor, like Ï've had in OpenGL.
(Half-related) Also, I think dynamic lights just look out of place. I just can't imagine a doom map filled with dynamic lights.
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You can also use "Depth Fog", and with the console command "GL_Distfog" (I think) you can define how dark the room should get the farer you're away.
It's just like software, only with full-color =3 Oh, and set GL_Distfog to a high value.
Depth fog is in the OpenGL options. Hope this helps. =/
And with the stretching: That's because ZDoom needs to "stretch" the geometry in the map, which isn't required in OpenGL. It's actually quite weird that you can't shoot anything at a higher floor then =/
And yeah, dynamic lights look sometimes really odd.
It's just like software, only with full-color =3 Oh, and set GL_Distfog to a high value.
Depth fog is in the OpenGL options. Hope this helps. =/
And with the stretching: That's because ZDoom needs to "stretch" the geometry in the map, which isn't required in OpenGL. It's actually quite weird that you can't shoot anything at a higher floor then =/

And yeah, dynamic lights look sometimes really odd.
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GL_Distfog 450 seems to work best; it doesn't interfere with light areas but dark areas have the effect much like software mode, albeit a *bit* darker.KeksDose wrote:You can also use "Depth Fog", and with the console command "GL_Distfog" (I think) you can define how dark the room should get the farer you're away.
It's just like software, only with full-color =3 Oh, and set GL_Distfog to a high value.
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No because the mauler demon and the bloodfiend shares the same sprites. One would be confused when he first approaches it.Nightmare Doom wrote:What about adding every single monster from your Beastiary?Tormentor667 wrote:[*]Over 20 new monsters, mainly improved from the MRW, DE or KDiZD as well as completely new and unique ones
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Yet again, another UTNT info thread. I am getting closer each passing day and I almost can't wait myself to present you UTNT in all its beauty and g(l)ory 
First at all, some shots:

GLDEFS (by Keksdose) are completely done now, thx again for that. Each new actor in UTNT has now dynamic lights attached to their projectiles or even theirselves if necessary. Battles like the one in TNT04 Map01 look so beautiful now...

Also by Keksdose are the new comets, this time, faster, more beautiful but less performance eating. Dont ask why, just admire them when they hit your helmet. Also take a look at the portal effect that sucks in materia around its gate (thx to solar for the effect)

Last but not least, TNT04 Map04 is filled with monsters, ammo and health. The only thing left now is the boss monster ... *ehrmVaderehrm*
I count on you for a September release buddy 
I started to clean up TNT03 by the way as I didn't get any response from Solar for a while. I fixed all remaining bugs, added voice acting where it is needed and finalized it to a beta state. Right now I am working again on TNTLE, primarily on the Boss Battle here as everything else is finished on that map.
So what are the important things left to do right now beyond what I have mentioned so far? The INTERMAP (still hoping that Risen can do this), the BOSS in TNT04, the BOSS in TNTLE, the voice acting from CAZ (intermission texts), fixing little bugs here and there and last but not least, finalizing the ENDMAP. Damn... that's not much
I can't wait for the first beta tests 

First at all, some shots:

GLDEFS (by Keksdose) are completely done now, thx again for that. Each new actor in UTNT has now dynamic lights attached to their projectiles or even theirselves if necessary. Battles like the one in TNT04 Map01 look so beautiful now...


Also by Keksdose are the new comets, this time, faster, more beautiful but less performance eating. Dont ask why, just admire them when they hit your helmet. Also take a look at the portal effect that sucks in materia around its gate (thx to solar for the effect)

Last but not least, TNT04 Map04 is filled with monsters, ammo and health. The only thing left now is the boss monster ... *ehrmVaderehrm*


I started to clean up TNT03 by the way as I didn't get any response from Solar for a while. I fixed all remaining bugs, added voice acting where it is needed and finalized it to a beta state. Right now I am working again on TNTLE, primarily on the Boss Battle here as everything else is finished on that map.
So what are the important things left to do right now beyond what I have mentioned so far? The INTERMAP (still hoping that Risen can do this), the BOSS in TNT04, the BOSS in TNTLE, the voice acting from CAZ (intermission texts), fixing little bugs here and there and last but not least, finalizing the ENDMAP. Damn... that's not much


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Thx 
But don't look at the comets, look at the mapping, didn't you even notice that there is a map?
SFX looks like nothing when there isn't a good map for it
It wouldn't really make sense if a wall sucks in materia
But damn, Solar's SFX kills me
When I saw some screens over DRD I was all like "W T F ?"
Anyway, I would rather concentrate on the mapping, as you might then know what this would be when it's finished
You WILL love it
Again, beautiful as we know it from T667 
[Edit] Damn, that must me the post where I used the most smileys, ever
Damn, I must stop 

But don't look at the comets, look at the mapping, didn't you even notice that there is a map?




Anyway, I would rather concentrate on the mapping, as you might then know what this would be when it's finished



[Edit] Damn, that must me the post where I used the most smileys, ever


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