there's been a lot of gameplay mods that emulates weapon-modification and stats. DoomRL Arsenal comes to mind. i guess if you took the shell of that mod, slapped it into an open-world adventure game, you'd have one hell of a time-waster right there. 'course, getting it to run okay might be a problem.Nash wrote:When I said Fallout in Doom, what I had in mind were more like, weapon mods or monster mods, I didn't think a full open world Fallout when I wrote that. =P But as you've already figured out, real open spaces are out of the question. The most "open" you could get within engine limits is if you were to design your levels like in Strife. I think that's a good compromise for the Doom engine. There will be lots of walls so you have to make up for it by giving the player the ILLUSION that the world is big - slower player speed, many maps inside 1 hub, etc etc. Not open world visually but conceptually.
The WIP Thread
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Viscra Maelstrom
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Re: The WIP Thread
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TheBadHustlex
- Posts: 1914
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Re: The WIP Thread
I can not use Hubs, unfortunatly. 60 Maps + BD-Effects + Enemies that need to respawn in order to keep things fresh = Impossible with Hubs. You'd probably run out of memory.
The last big thing you'll see from me in a while, since school is on again.
If you got a blueprint, it will show it instead of "???". It checks if you got all the items and gives you the thing you crafted successfully. AND it displays a random funny quote everytime you fail or succeed. There will be a bar on the right side of the paper that tells you how many of which items you have, because there are quite some ingredients around there, and having them all in the inventory bar would just stuff it up unnecessarily. Plus, you don't need these ingredients for anything but crafting. It technically works.
However, the actor-names are still the original ones, and not the ones that looks aesthatically pleasing. There are no icons for crafting outcomes yet, and some icons are not getting displayed for some reason at all. And sometimes, the it just says "no".
But hey. I technically have a functioning crafting-system in my OW now. I'm doing my best to fill it with interesting things.
The last big thing you'll see from me in a while, since school is on again.
Spoiler:A crafting-ACS-system. As shown, use -forward- and -backward- to scroll up and down. Press -jump- to craft, and -crouch- to exit.
If you got a blueprint, it will show it instead of "???". It checks if you got all the items and gives you the thing you crafted successfully. AND it displays a random funny quote everytime you fail or succeed. There will be a bar on the right side of the paper that tells you how many of which items you have, because there are quite some ingredients around there, and having them all in the inventory bar would just stuff it up unnecessarily. Plus, you don't need these ingredients for anything but crafting. It technically works.
However, the actor-names are still the original ones, and not the ones that looks aesthatically pleasing. There are no icons for crafting outcomes yet, and some icons are not getting displayed for some reason at all. And sometimes, the it just says "no".
But hey. I technically have a functioning crafting-system in my OW now. I'm doing my best to fill it with interesting things.
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Ribo Zurai
- Posts: 878
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Re: The WIP Thread
Oh man, this wad surely has everything! Better it come with a cooking simulator as well. 
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Mikk-
- Posts: 2274
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Re: The WIP Thread
Ow that font. That's awful to read. You don't suppose you could use a font thats even remotely readable? It also looks particularly hard to read on that background
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TheBadHustlex
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Re: The WIP Thread
Hm. I'll see what I can do. I'll grab that Font-Generator Tool that I used for this one again. I'll just need a good readable horror/cartoon-like font first. I will see.
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Viscra Maelstrom
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Re: The WIP Thread
it'd also help if the font on the paper weren't white. if it were a dark color it'd be better. or make the background dark instead.
also, i spy some Swedish in there.
also, i spy some Swedish in there.
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kodi
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- Posts: 1361
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Re: The WIP Thread
My suggestions:TheBadHustlex wrote:Hm. I'll see what I can do. I'll grab that Font-Generator Tool that I used for this one again. I'll just need a good readable horror/cartoon-like font first. I will see.
"Jupiter crash" or "xox".
The former is more readable than the latter. Take care to turn off text anti-aliasing in windows before you start the font generator, make sure the pt size you select is an even multiple of the intended one for the font, and that the font generator is actually generating the size you chose (I had to set it to 12 when I wanted 10 for some reason).
It's germanPrincess Viscra Maelstrom wrote: also, i spy some Swedish in there.
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Viscra Maelstrom
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Re: The WIP Thread
really now? that would explain the spelling of Saphir, but Diamant, Rubin and Smaragd is literally exactly the same way you spell those things in Swedish.
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kodi
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- Posts: 1361
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Re: The WIP Thread
I'm aware of that, being Swedish myselfViscra Maelstrom wrote:really now? that would explain the spelling of Saphir, but Diamant, Rubin and Smaragd is literally exactly the same way you spell those things in Swedish.
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abbuw
- Posts: 653
- Joined: Tue Jun 12, 2012 10:24 am
- Location: South Lake Hills
Re: The WIP Thread
Getting close-ish to finishing this area. The ceiling with the two pipes running on it looks really barren and bad, that needs to change sometime!


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Captain J
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- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
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Re: The WIP Thread
ooh boy, i don't know why, but it gives me a dead space feeling! nice map, those grid floors are nice touch!
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TheBadHustlex
- Posts: 1914
- Joined: Thu Oct 03, 2013 12:50 am
- Location: 'stria
Re: The WIP Thread
Jupiter Crash looks good. I think I'll take this one. Thanks!kodi wrote: My suggestions:
"Jupiter crash" or "xox".
The former is more readable than the latter. Take care to turn off text anti-aliasing in windows before you start the font generator, make sure the pt size you select is an even multiple of the intended one for the font, and that the font generator is actually generating the size you chose (I had to set it to 12 when I wanted 10 for some reason).
Yeah, I have the weird habit of mixing up German and English in my actor-names. Makes me remember them easier.
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NeuralStunner
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- Posts: 12328
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- Location: capital N, capital S, no space
Re: The WIP Thread
That's the problem, though... You can't do outdoor spaces properly. In this case I'd even be fine with a foggy one. (Has Graf ever made an official statement about draw distance limiting?)Nash wrote:But as you've already figured out, real open spaces are out of the question. The most "open" you could get within engine limits is if you were to design your levels like in Strife. I think that's a good compromise for the Doom engine. There will be lots of walls so you have to make up for it by giving the player the ILLUSION that the world is big - slower player speed, many maps inside 1 hub, etc etc. Not open world visually but conceptually.
Just think though, if we have ZZYZX's portal system, you could have "cells" that are linked and unlinked as needed. You really could make something Elder-Scrolls-like.
Sounds good.Nash wrote:I'll PM you some stuff I've been working on soon.
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Ribo Zurai
- Posts: 878
- Joined: Fri Jul 03, 2009 1:47 pm
Re: The WIP Thread
I was trying to figure out how HudMessage worked properly...
Spoiler:When I got carried away.
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Captain J
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- Posts: 16891
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Re: The WIP Thread
She awakes, she talks and she annihilates. While on her service.

