dpJudas wrote: The engine can actually successfully boot the intro map of Unreal right now (including the fly around sequence and the menus). It also almost can boot KHG.

Cool...

dpJudas wrote: The engine can actually successfully boot the intro map of Unreal right now (including the fly around sequence and the menus). It also almost can boot KHG.
I hope your clean-room research efforts manage to discover why setting friction low enough in a ZoneInfo results in limitless speed when a PlayerPawn is in bIsWalking mode, even Marisa is confused by why that happens!dpJudas wrote:The real challenge left isn't actually the rendering, but rather implementing all the physics modes close enough to the original so that the scripts run as expected. Of course if I manage to do that well enough then I will probably invest a lot of time into improving the visuals. There are plenty of low-hanging fruit that could significantly improve that part of the game.
It is actually those rules that worry me a lot. I really hope the scripts aren't too dependent on those rules being exactly right.KynikossDragonn wrote:The funny thing about bIsWalking in PlayerPawn is if you have bCanFly set to true and you hit a edge, MayFall events are called. If you do a SetPhysics(PHYS_Falling) within the MayFall event, the result is falling (or indeed flinging off of if you have angular momentum at the time the event is called) the ledge. Doing this in a map like Abyss (UPak: Gala's Peak) which has a outside ZoneInfo with a very low Friction value results in anyone using the "limitless speed glitch" holding down Walk will pretty much go flying off of the edge and fall into the abyss the filename is known for.
Also, for some reason: bCanWalk set to False and bCanFly set to True "fixes" the netcode making other players see you falling even though you're not in PHYS_Falling i.e. PHYS_Flying with PlayerFlying state and PHYS_None with CheatFlying state.
Well, I feel like I'm the only one that knows about what bCanFly ever does to PlayerPawn implicitly. So other than my stupid idiotic mods you shouldn't have anything to worry about, hopefully...!dpJudas wrote:It is actually those rules that worry me a lot. I really hope the scripts aren't too dependent on those rules being exactly right.
Selaco's Supplice Came From Beyond SunsetNash wrote:Spot the GZDoom games in this
Easy: All the ones that have sprites and run at a playable framerate.Nash wrote:Spot the GZDoom games in this
GIF a bit dark to see, but that seems incredibleNash wrote:I made a Quake clone in 10 days, from scratch, in GZDoom. Video presentation and download to the game itself coming soon!
Spoiler: click for bigger