DOOM NEMESIS alpha demo released

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Ozymandias81
Posts: 2052
Joined: Thu Jul 04, 2013 8:01 am
Discord: Ozymandias81#2768
Github ID: Ozymandias81
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars

Re: DOOM NEMESIS (UPDATED HARDWARE)

Post by Ozymandias81 »

WARCHILD_89 wrote:WHAT HAPPENS BEFORE COMING TO THE CLIFFS(unfortunately YOUTUBE makes my HD video look aweful :/ ):

https://www.youtube.com/watch?v=mgNzylL ... e=youtu.be
It looks really awesome indeed! BTW I see that you're not using brightmaps for your monsters/props/textures, also you need to curve your buildings some more. The crash site is really well detailed, as well as flora & fauna, but I think rats must be scaled ro somebody can confuse them for dogs :lol:
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WARCHILD_89
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Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: DOOM NEMESIS (UPDATED HARDWARE)

Post by WARCHILD_89 »

I use a "customized Particle Fire enhancer" mod from nash in combination with "ketchuptest.pk3". Blood, brightmaps and sounds are from there. Music is used from SOF2 (cliffs), Resident Evil 3 (crashsite) and alone in the dark 4 (swamps)

I am about to combine these mods to a basic resource for my maps, weaponry, gib animations and global FX enhancements. flora and fauna are partially from realm 667 (things) and partially done by myself (Two texture lines crossed over each other)

Rats need to be scaled, you are right ;-)
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WARCHILD_89
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Re: DOOM NEMESIS (new pics)

Post by WARCHILD_89 »

I got some new screenshots, I´m currently playing around with 3d models:

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Ozymandias81
Posts: 2052
Joined: Thu Jul 04, 2013 8:01 am
Discord: Ozymandias81#2768
Github ID: Ozymandias81
Graphics Processor: nVidia with Vulkan support
Location: Mount Olympus, Mars

Re: DOOM NEMESIS (new pics)

Post by Ozymandias81 »

WOW, that's an awesome work Warchild! Are you using vertex slope things in addition to? Also, if you need to create some realistic 3d objects use +ACTLIKEBRIDGE flag for them, they will become climbable.
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WARCHILD_89
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Re: DOOM NEMESIS (new pics)

Post by WARCHILD_89 »

Thank you :D

Yes I´m using the vertexes directly to change their height.

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TehRealSalt
Posts: 141
Joined: Thu Apr 03, 2014 10:25 am
Discord: TehRealSalt#6754
Github ID: TehRealSalt
Graphics Processor: nVidia (Modern GZDoom)

Re: DOOM NEMESIS (new pics)

Post by TehRealSalt »

Nice! My only problems are that the fourth shot could use some shadows under the rocks, and that the flashlight should light up your weapon as well (you can accomplish this by also putting a dynamic light directly on the player). However, these are both just minor nitpicks. It's looks nice so far.
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WARCHILD_89
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Graphics Processor: nVidia with Vulkan support
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Re: DOOM NEMESIS (video demo of new map)

Post by WARCHILD_89 »

Watch first page for new video !
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chronoteeth
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Re: DOOM NEMESIS (video demo of new map)

Post by chronoteeth »

The mod looks incredibly fun, but there is one criticism I gotta make: mishmashing both sideview and centerview weapon sprites is awfully jarring and a style clash as well, they dont work together
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WARCHILD_89
Posts: 452
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Graphics Processor: nVidia with Vulkan support
Location: MIA between doomed dimensions

Re: DOOM NEMESIS (video demo of new map)

Post by WARCHILD_89 »

I would like to make all of them sideviewed AND centered (normal sideview and centered view only when zooming) but unfortunately there´s a lack of weapon sprites I would need for doing this...
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WARCHILD_89
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Re: DOOM NEMESIS (video demo of new map)

Post by WARCHILD_89 »

CURRENT STATUS of the project:

Currently setting up a 3d models PK3 with lots of models (currently about 50 and counting). The aim is finding a new way of Level design and making a Models resource Pk3 for everyone.
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grouchbag
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Re: DOOM NEMESIS (video demo of new map)

Post by grouchbag »

:surprise: :wub: :cheers: Wow!
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BFG
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Re: DOOM NEMESIS (video demo of new map)

Post by BFG »

:surprise: i'm happy with those rocks
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WARCHILD_89
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Re: DOOM NEMESIS(3d modelpack under construction)

Post by WARCHILD_89 »

currently adding some nice plants ;-)

also planning to avoid using Voxel objects, nothing against them, but I´m more interested to use MD2/MD3
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BFG
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Re: DOOM NEMESIS(3d modelpack under construction)

Post by BFG »

make sure you add plenty of ambient sounds, echoes in the caves, flowing water, birds chirping all that to bring these beautiful maps to life even more
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WARCHILD_89
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Re: DOOM NEMESIS(3d modelpack under construction)

Post by WARCHILD_89 »

Already did that ;-)

Fans, engines, explosions, dynamic music changing, footsteps, the engines built-in echo and reverb effects, raindrops, boiling lava, wind, birds, spiders, mice, dogs, lightning effects...

I make use of any resources that helps me advancing the liveliness of the game and sometimes code some own stuff in addition to them

I also plan to have real dialogues instead of reading only text.

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