New ZDoom site

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Dark-Assassin
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Re: New ZDoom site

Post by Dark-Assassin »

Honestly, even the old one is better than Zandronum, for now...
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zrrion the insect
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Re: New ZDoom site

Post by zrrion the insect »

Gez wrote:Use a screenshot of the source code, with some angling and tilting to make it all artsy.
A shot of a map from the editor (displaying just lines and vertices) would also look pretty cool.
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Dark-Assassin
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Re: New ZDoom site

Post by Dark-Assassin »

Perhaps source code (maybe from main.cpp or main.h) blending with a wireframe of a top community map?

Edit: Also, any chance for a higher resolution Mars image? The blurring, and artifacts are noticeable.
Gez
 
 
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Re: New ZDoom site

Post by Gez »

zrrion the insect wrote:
Gez wrote:Use a screenshot of the source code, with some angling and tilting to make it all artsy.
A shot of a map from the editor (displaying just lines and vertices) would also look pretty cool.
Why not both?

Image

Same dimensions as the Mars pic (900x540).

Code is function list from ZScript Actor class; map is ZDCMP2. This shows the two main aspects of ZDoom modding.
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Dark-Assassin
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Re: New ZDoom site

Post by Dark-Assassin »

I think pictures should be at least 1920px wide, but heavily compressed png to still save bandwidth if you need to.
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Xaser
 
 
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Re: New ZDoom site

Post by Xaser »

I quite like the concept, but the angles are throwing me off -- looks more like the image is distorted/skewed than being an angled plane in 3D space (which seems to be the intent). I may muck about trying something similar, though -- this is cool. :P

[or if Torm's 'round? Fancy taking a shot at it?]
Gez
 
 
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Re: New ZDoom site

Post by Gez »

Well it was made with Gimp's "perspective" tool, so it's much more of a skew than a 3D render.
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Dark-Assassin
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Re: New ZDoom site

Post by Dark-Assassin »

Hmm, perhaps skew the map and the code in the same direction?
Blue Shadow
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Re: New ZDoom site

Post by Blue Shadow »

I don't know about the map. It's something I'd expect to see in a map editor site.
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Tormentor667
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Re: New ZDoom site

Post by Tormentor667 »

Give me a few hours, currently at work :)
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zrakbz
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Re: New ZDoom site

Post by zrakbz »

Looks good! Great job, folks.
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Enjay
 
 
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Re: New ZDoom site

Post by Enjay »

Blue Shadow wrote:I don't know about the map. It's something I'd expect to see in a map editor site.
While that's certainly true, given that map editing is what lets many (most?) of the mods for ZDoom exist and a great deal of forum space is given over to editing, I feel that it has its place. Of course, ZDoom is a map editor site anyway... kind of. Because we all use Zeth, right, right? No one? ;)

What I would say, however, is that perhaps a different set of syntax highlighting colours could be used for the code snippet. Blue isn't really consistent with the rest of the page.
Gez
 
 
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Re: New ZDoom site

Post by Gez »

Well the lines with specials in the map are blue too. You can always hue shift that if you want.
Blue Shadow wrote:I don't know about the map. It's something I'd expect to see in a map editor site.
And Mars is something I'd expect to see on an astronomy site. :p
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KeksDose
 
 
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Re: New ZDoom site

Post by KeksDose »

And a list of function prototypes is something I would imagine on a "how to learn <language> in 24 hours" page. :p

Perhaps the state definitions of an actor are more interesting. They are easy to recognise and read, they show one of zdoom's strongest points and are less generic. Imagine you were new and got a glimpse of the Cyberdemon's attack code, it would be immediately recognisable by the delayed rocket fire calls. There is even a "gap" in the middle of the page that allows this. That structure of <sprite> <frame> <tics> <modifiers> <action> is easily the most zdoom-ish code you can find.
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Tormentor667
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Re: New ZDoom site

Post by Tormentor667 »

Enjay wrote: Because we all use Zeth, right, right? No one? ;)
You are still using that, don't you? I remember something... :)

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