Voxels?

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
User avatar
Chris
Posts: 2938
Joined: Thu Jul 17, 2003 12:07 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Re: Voxels?

Post by Chris »

- Set any rotation speed desired, simply use a negative number to rotate the opposite direction.
That should probably go into the DECORATE actor definition, since it's actor logic (all it's doing is incrementing/decrementing the actor's facing angle over time). No reason it shouldn't work with a sprite that has the appropriate rotations defined, of a GZDoom model.
User avatar
DooMAD
Posts: 44
Joined: Fri Dec 30, 2005 5:13 pm
Location: UK

Re: Voxels?

Post by DooMAD »

If anyone wants to chip in with actually drawing these things then please let me know. Here's all the items that are either finished or in progress, so feel free to claim any items not listed below:

Ghostpilot:
Soulsphere
Health Potion
Rocket Projectile
Bulk Cell
Box of Shells
Red Key Card
Yellow Key Card
Blue Key Card

DooMAD:
Medkit
Stimpack
Red Skull Key
Ammo Box
Small Cells
Plasma Rifle
Chaingun
Box of Rockets
Berzerk Kit
Candle
Rocket Launcher
Barrel

Monfriez:
Lamp
Light Amp Goggles

DooMGoaT:
Shotgun
Super Shotgun


//EDIT: VICTORY!

Image
User avatar
Project Shadowcat
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA

Re: Voxels?

Post by Project Shadowcat »

Suddenly I thought, what if the weapons spun like in most 3D shooters? Especially Blood, for one. And of course make that an option.
User avatar
NeuralStunner
 
 
Posts: 12323
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space

Re: Voxels?

Post by NeuralStunner »

Project Dark Fox wrote:Suddenly I thought, what if the weapons spun like in most 3D shooters? Especially Blood, for one. And of course make that an option.
Considering the implementation, I think that'll be largely up to modders. Though I wouldn't mind an "enable voxel rotation" toggle in Options.
User avatar
esselfortium
Posts: 3862
Joined: Tue Sep 19, 2006 8:43 pm

Re: Voxels?

Post by esselfortium »

One issue I can imagine with maps that weren't created with voxels in mind is that you're going to have a ton of pickups that face walls or other illogical directions. I remember hearing complaints about areas in KDiZD where armor bonuses weren't facing you and they just looked like rocks or something. There's going to be a lot of that unless you just make absolutely everything spin around constantly for no reason.
User avatar
NeuralStunner
 
 
Posts: 12323
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space

Re: Voxels?

Post by NeuralStunner »

I imagine that maps made specifically for a mod that used voxels could handle it well enough. Currently I use Angle 0 for all items where angle is meaningless; I'm quite willing to use varied angles if I haved angled sprites, and it'd be the same for Voxels.
User avatar
Snarboo
Posts: 2599
Joined: Tue Nov 29, 2005 4:37 am

Re: Voxels?

Post by Snarboo »

It should definitely be up to the modder to align the voxels properly or simply have them spin in place, yeah.
Last edited by Snarboo on Fri Oct 08, 2010 2:21 pm, edited 1 time in total.
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: Voxels?

Post by phi108 »

Actors could be hacked to face the player the first time they see them, so items will be seen facing the spot where you entered the room. Quite a hack.
User avatar
Nash
 
 
Posts: 17429
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Voxels?

Post by Nash »

EDuke32 has this "maphack" system that makes it possible to modify the angles of the actors without actually overwriting the original maps. I wonder if such a system is possible in the ZDoom engine.
User avatar
NeuralStunner
 
 
Posts: 12323
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space

Re: Voxels?

Post by NeuralStunner »

Nash wrote:EDuke32 has this "maphack" system that makes it possible to modify the angles of the actors without actually overwriting the original maps. I wonder if such a system is possible in the ZDoom engine.
I have considered requesting the ability to load additive Things lumps on existing maps, but didn't think there'd be enough demand to make it worthwhile, if even possible.
User avatar
phi108
Posts: 976
Joined: Sat Dec 01, 2007 6:28 pm

Re: Voxels?

Post by phi108 »

I've always wondered why the doom engine didn't allow you to just specify a new THINGS lump, or other lumps for a map, which would make all those IWAD level randomizations OK to distribute. A lump setup with just:

"
MAP01
THINGS
"

I guess ID never expected these specific maphacks.

EDIT: What Neural said.
Gez
 
 
Posts: 17827
Joined: Fri Jul 06, 2007 3:22 pm

Re: Voxels?

Post by Gez »

It is one of my many projects to one day eventually write a "maphack" system for ZDoom, which would allow to add or redefine map elements. (Probably using a variant of UDMF.)
User avatar
NeuralStunner
 
 
Posts: 12323
Joined: Tue Jul 21, 2009 12:04 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support
Location: capital N, capital S, no space

Re: Voxels?

Post by NeuralStunner »

=:) I know I would use it.
User avatar
DavidPH
Posts: 382
Joined: Fri Aug 28, 2009 1:46 pm

Re: Voxels?

Post by DavidPH »

Is it too early to be posting crash reports with voxels (because they totally crash ZDoom for me)?
User avatar
Exl
Posts: 22
Joined: Wed Jul 01, 2009 5:22 am

Re: Voxels?

Post by Exl »

DavidPH wrote:Is it too early to be posting crash reports with voxels (because they totally crash ZDoom for me)?
Way, way too early. Try not to look up or down, or let voxels get out of view to prevent most crashing.

Return to “General”