The WIP Thread

If it's not ZDoom, it goes here.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49225
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: The WIP Thread

Post by Graf Zahl »

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.
:shock:

Cool... :)
User avatar
KynikossDragonn
Posts: 272
Joined: Sat Dec 12, 2020 10:59 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Void Linux
Graphics Processor: Intel (Modern GZDoom)
Location: Independence, KS, USA

Re: The WIP Thread

Post by KynikossDragonn »

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. :)
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!

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.
dpJudas
 
 
Posts: 3163
Joined: Sat May 28, 2016 1:01 pm

Re: The WIP Thread

Post by dpJudas »

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.
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.
User avatar
KynikossDragonn
Posts: 272
Joined: Sat Dec 12, 2020 10:59 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Void Linux
Graphics Processor: Intel (Modern GZDoom)
Location: Independence, KS, USA

Re: The WIP Thread

Post by KynikossDragonn »

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.
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...!

Though the calculation of Friction against PHYS_Walking Pawn's is probably going to be really weird to look into since, yeah set the Friction low enough and suddenly a bIsWalking PlayerPawn will just move at impossible speeds outright defying it's GroundSpeed variable setting.
User avatar
Nash
 
 
Posts: 17487
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: The WIP Thread

Post by Nash »



Spot the GZDoom games in this 👀
Gez
 
 
Posts: 17939
Joined: Fri Jul 06, 2007 3:22 pm

Re: The WIP Thread

Post by Gez »

Nash wrote:Spot the GZDoom games in this 👀
Selaco's Supplice Came From Beyond Sunset
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: The WIP Thread

Post by Captain J »

Now that's the real Boomer Shooters' reborn!
User avatar
Marisa the Magician
Banned User
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

Re: The WIP Thread

Post by Marisa the Magician »

Nash wrote:Spot the GZDoom games in this 👀
Easy: All the ones that have sprites and run at a playable framerate.
User avatar
Agentbromsnor
Posts: 265
Joined: Wed Mar 28, 2012 2:27 am

Re: The WIP Thread

Post by Agentbromsnor »



The next picture i'll post here will probably be of the finished (UV mapped + textured) result.
I already have a model of two arms ready to be textured and rigged as well, for the first person model.
User avatar
Nash
 
 
Posts: 17487
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: The WIP Thread

Post by Nash »

Image

I made a Quake clone in 10 days, from scratch, in GZDoom. Video presentation and download to the game itself coming soon!
User avatar
Rachael
Posts: 13923
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: The WIP Thread

Post by Rachael »

Nash - that is absolutely impressive.
User avatar
MartinHowe
Posts: 2061
Joined: Mon Aug 11, 2003 1:50 pm
Preferred Pronouns: He/Him
Location: East Suffolk (UK)

Re: The WIP Thread

Post by MartinHowe »

Nash wrote:I made a Quake clone in 10 days, from scratch, in GZDoom. Video presentation and download to the game itself coming soon!
GIF a bit dark to see, but that seems incredible :thumb:
User avatar
InsanityBringer
Posts: 3392
Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

Re: The WIP Thread

Post by InsanityBringer »

seems my life revolves around dumb descent stuff at this point... Two things I've worked on lately

First, I finally dumped a beta build of my Descent 3 patcher, it's available here. Read the readme, it's important, you need to use opengl for most things to take effect properly, there's still a couple bugs and patch points I haven't tracked down, so you'll need to do things like move your movies folder for best results.

Secondly, Descent 2. It has 6 texture sets, and if you include the overlap with Descent 1, some have 7 source textures. Now, many of the textures aren't well made for the particular palettes they're squeezed into, making them kinda ugly, but I had an idea. I wrote a program that takes every 18-bit color and figures out what colors map to what pixels happen to be on each of the 6 or 7 input bitmaps. There's a lot of redundant colors, so for now I pick the one with the lowest euclidian distance to each of the 6 or 7 resultant colors, and then run all 6 or 7 bitmaps through a simple lookup to find that 18 bit color. The results are actually a lot better than I hoped, some samples below
Spoiler: click for bigger
User avatar
NeuralStunner
 
 
Posts: 12328
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space

Re: The WIP Thread

Post by NeuralStunner »

This is pretty amazing. Imagine combining it with AI upscaling for a proper HD texture pack!
dpJudas
 
 
Posts: 3163
Joined: Sat May 28, 2016 1:01 pm

Re: The WIP Thread

Post by dpJudas »

Yes, that's pretty nice. One of the biggest turn-offs I had about Descent 2 was how butchered the palette was compared to Descent 1. :)

Return to “Off-Topic”