The WIP Thread

If it's not ZDoom, it goes here.
Gez
 
 
Posts: 17835
Joined: Fri Jul 06, 2007 3:22 pm

Re: The WIP Thread

Post by Gez »

Vostyok wrote:...I don't know what color intrigued is.
I asked the Internet, and apparently the answer is a light, desaturated blue.
https://www.crispedge.com/faq/what-is-t ... l-intrigue
https://www.crispedge.com/faq/what-is-t ... e-intrigue
8-)

InsanityBringer wrote: Finally getting around to implementing the #1 most requested feature since I started working on Descent stuff, allowing support for actual MIDI devices. This requires writing an implementation using the Windows MM api, which seems to have gone well. I went an incredibly lazy route and just use an output device with short messages. ZD used to do this but switched to streams though, so maybe I should consider the same. It's mostly complete save for a weird timing bug that's making the first couple of notes play really fast.

I've since learned that these songs have pretty extreme panning and the MS synth is really making it sound like some instruments just aren't playing while I wear headphones, but they magically appear if I use speakers or flip my headphones around (my right ear doesn't hear as well)

Next up I guess is creating some interface for actually selecting synths. I could be lazy and use the MIDI mapper (it currently does), but as far as I'm aware MS has made it a pain to configure the mapper and I'm sure it's better to actually have real device selection.
Have you looked into seeing if you could use ZMusic?
User avatar
Vostyok
Posts: 1666
Joined: Sat Jan 17, 2015 8:54 am
Preferred Pronouns: No Preference
Location: Discord: Vostyok#3164
Contact:

Re: The WIP Thread

Post by Vostyok »

@gez

Huh. Oddly appropriate in this instance.

Brb. Going to see how much a 7 liter Vallejo light blue costs.
User avatar
InsanityBringer
Posts: 3386
Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

Re: The WIP Thread

Post by InsanityBringer »

The licensing situation for zmusic seems a little unclear (is it just the 3-clause BSD license from older ZDoom? I see this in a couple of files), but if the licensing did work out I'd have to modify it to properly support HMI's special branch and loop controllers. If there's interest in that upstream perhaps I could look into it.
Gez
 
 
Posts: 17835
Joined: Fri Jul 06, 2007 3:22 pm

Re: The WIP Thread

Post by Gez »

It's mostly BSD but there's also GPL. That's why you can build a "lite" version without the GPL parts. It seems you'd have to use the Lite version with Descent's codebase since it doesn't seem to have been released under a GPL-compatible license. The biggest loss of the "lite" is OPL emulation.
User avatar
Guardsoul
Posts: 195
Joined: Sun Dec 11, 2011 3:58 am
Location: Creating a new dimension

Re: The WIP Thread

Post by Guardsoul »

Back to cratepolis!
User avatar
Mikk-
Posts: 2274
Joined: Tue Jun 30, 2009 1:31 pm
Location: Somewhere off Kanagawa

Re: The WIP Thread

Post by Mikk- »

new bloodborne in doom footage. slowly making more progress, which is nice.
User avatar
Marisa the Magician
Posts: 3886
Joined: Fri Feb 08, 2008 9:15 am
Preferred Pronouns: She/Her
Operating System Version (Optional): (btw I use) Arch
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia
Contact:

Re: The WIP Thread

Post by Marisa the Magician »

I like where this is going. Good work.
User avatar
comet1337
Posts: 876
Joined: Fri Sep 25, 2015 3:48 am
Location: elsewhere

Re: The WIP Thread

Post by comet1337 »

Guardsoul wrote:Back to cratepolis!
absolutely loving this
theres so much just stuff everywhere
User avatar
OceanMadman
Posts: 17
Joined: Sat Jan 08, 2022 2:34 pm

Re: The WIP Thread

Post by OceanMadman »

I'm working on an imp that jumps at you, using dehacked only.

https://www.youtube.com/watch?v=2jXb4nMJTGo
Jarewill
 
 
Posts: 1766
Joined: Sun Jul 21, 2019 8:54 am

Re: The WIP Thread

Post by Jarewill »

Spoiler:
I just spent this entire day working on a custom conversation menu for my project.
Can't have an RPG without dialogue after all.

Now I could have just used Strife's DIALOGUE system, but I never used it before.
So instead of learning it, I decided to make a custom one using ZForms.
I can't tell if doing that was harder or easier than learning DIALOGUE, but I'm happy with how this ended up looking.
User avatar
RastaManGames
Posts: 375
Joined: Wed Mar 12, 2014 11:13 pm
Graphics Processor: nVidia with Vulkan support
Location: Russian Federation, Krasnoyarsk

Re: The WIP Thread

Post by RastaManGames »

I just want to recreate my feels from the childhood...
User avatar
Dark-Assassin
Posts: 742
Joined: Thu Mar 19, 2009 3:40 am
Location: South Australia

Re: The WIP Thread

Post by Dark-Assassin »

Detailed terrain in GZDoom? Illegal!
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: The WIP Thread

Post by Captain J »

As long as it doesn't slow down the framerate.
User avatar
RastaManGames
Posts: 375
Joined: Wed Mar 12, 2014 11:13 pm
Graphics Processor: nVidia with Vulkan support
Location: Russian Federation, Krasnoyarsk

Re: The WIP Thread

Post by RastaManGames »

Captain J wrote:As long as it doesn't slow down the framerate.
On my end this is almost solid 60 FPS, but I feel that all buildings, hangars and etc. gonna be just models instead of 3D-Floors galore...

Today I tried to make a trick with scaling down player, enemies and all attached projectiles and etc.

Looks very jankie and feels not less jankier, but I am kinda satisfied. Still sad, that I cant find "3DI To OBJ Converter" anywhere (one site, where it was (Nova-Outpost) seems just dead for now).
User avatar
InsanityBringer
Posts: 3386
Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

Re: The WIP Thread

Post by InsanityBringer »

Image
The first time I worked on this program to improve Descent 2's textures by determining which colors will reduce to the colors used in the 6 different versions used in-game, leilei pointed out that the PSX version has a different texture set, so I tried integrating code that instead of creating a 1:1 mapping of a color to the 6 generated palette indicies, I kept lists of all colors that will map to any given set of 6 colors used by the textures in Descent 2, and then picked the color that most closely matched the color within the PSX texture at a given pixel. I can't use the PSX ones directly because they're only 16 color, but each texture has its own palette in that version, therefore letting it more accurately match the source texture.

Short of the original .bbms being released, this is probably the highest quality texture set possible from the source data. Now if only there was an engine that wasn't XL that could run with these...
Post Reply

Return to “Off-Topic”