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Especially since ZDoom lets you define more than eight angles for any given sprite, and renders of 3D models is probably the most feasible way to take advantage of it.
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# ? Jun 10, 2016 21:04 |
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# ? Jun 8, 2024 07:27 |
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This might be relevant to the whole "model --> sprites" thing: http://forum.zdoom.org/viewtopic.php?f=3&t=45155
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# ? Jun 10, 2016 21:12 |
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This too, if you've got a palette you want to stick to.
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# ? Jun 10, 2016 21:31 |
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I think there's a similiar tool in Max I can use for batch frames. I know it has SOMETHING that works like that, but god only knows where exactly it is. Also... maybe i should start going to Doomworld or the Zdoom forums but I want to know a few things 1) can the screen itself rotate the camera point on axis, even slightly? 2) can you 'weaponize' sectors by treating them like gun emplacements or anything like that, or would I basically need to make 3D model actors to get that sort of thing with depth? 3) how easy is it to have a floor texture that moves? say, for making an area look like it's on a train or giant akira elevator? Basically i'm just trying to figure out how much control i can have to make fancier boss fights and screen-space 'immersion' of sorts. E: ^ yeah that's what i've been considering using, or atleast a similiar effect.
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# ? Jun 10, 2016 21:32 |
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1) GZDoom can roll the camera, if that's what you're asking. Vanilla ZDoom cannot. (Pitch and yaw are already the standard Y and X axes of mouselook, respectively.) 2) Not entirely sure what you mean by this. You want to fire projectiles from a sector or something? I kinda need an answer to that, too, though I was just gonna make an invisible Thing that starts out deactivated and activate it (with Thing_Activate) at certain points to just blindly fire projectiles in a given direction. 3) Scrolling floors has been a stock Boom-format action for forever.
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# ? Jun 10, 2016 21:36 |
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Colon Semicolon posted:1) can the screen itself rotate the camera point on axis, even slightly? http://zdoom.org/wiki/SetActorRoll http://zdoom.org/wiki/GetActorRoll http://zdoom.org/wiki/ChangeActorRoll http://zdoom.org/wiki/A_SetRoll Colon Semicolon posted:2) can you 'weaponize' sectors by treating them like gun emplacements or anything like that, or would I basically need to make 3D model actors to get that sort of thing with depth? http://zdoom.org/wiki/DECORATE Colon Semicolon posted:3) how easy is it to have a floor texture that moves? say, for making an area look like it's on a train or giant akira elevator? http://zdoom.org/wiki/Sector_specials http://zdoom.org/wiki/Category:Scrolling_specials
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# ? Jun 11, 2016 00:05 |
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Well, I'm working on something, but man is it taking forever, and it's a crapshoot as to whether something I build works or not, but at least I'm making progress.
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# ? Jun 11, 2016 00:20 |
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MY BUDDY SUPERFLY Can't leave with him, can't leave without him, am I right? Seriously though, is there a console command to teleport your buddies to you in Daikatana? I think I've gotten myself into a no-win situation in the 4th episode. I can't get them to follow me to the next area - there are two ways to get there, but one involves a gondola/elevator thing that they refuse to follow me into, and the other involves water that they refuse to follow me out of and will happily drown in if given the time.
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# ? Jun 11, 2016 08:53 |
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Check the walkthrough for that part it was confusing both times I went through there http://dk.toastednet.org/walkthrough_ign.pdf There's another spot like that in e4 later, with an elevator.
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# ? Jun 11, 2016 09:12 |
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No such luck.quote:Utilize the lever on the left. This opens a door into the locked docking area by the water. Board the cable Edit: Looked up some cheat codes and used the console to skip to the next map. It's not worth the trouble to try to find some "legit" way to trick the game into putting the followers where they should be, assuming it's even possible. Lork fucked around with this message at 10:09 on Jun 11, 2016 |
# ? Jun 11, 2016 09:42 |
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Dear diary, this morning I downloaded the ripped textures from Duke3D because I'm doing a map in an urban city environment in my level set. I was displeased that the 1000+ textures were in no way organized so I spent a long drat time organizing them into texture sets in Doom Builder 2. My fingers hurt from typing "DN(name of texture set)*" over and over for each set of textures but I like this a lot better and hopefully I'll never have to do it again! edit: I'm starting to dabble in the world of using 3D floors and slopes, and the logic you have to follow to make it all work and fit together is blowing my drat mind. It's a very strange process. CJacobs fucked around with this message at 15:50 on Jun 11, 2016 |
# ? Jun 11, 2016 15:37 |
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id just made a brief post about an upcoming update for Doom '16, amongst which is:quote:Added Classic DOOM weapon placement/view model option (1st person view option) Now they just need a classic hud with Doomguy's face and we're all set! (well, some mod tools wouldn't go amiss as well...)
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# ? Jun 11, 2016 17:58 |
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I have no idea how you're going to be able to see what you're doing given the size of some of the weapons, but I'm excited to see what they come up with. edit: Holy crap, making an apartment type building with a bunch of at least relatively unique rooms is way more time consuming than just making a regular-rear end Doom level. There's so much extra detailing to do. CJacobs fucked around with this message at 18:38 on Jun 11, 2016 |
# ? Jun 11, 2016 18:05 |
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Music time! https://www.youtube.com/watch?v=ierylhxXMKg Manny Charlton wrote this in '93 and sent it to id on a cassette with "To the guys and gals at ID who came up with the coolest game this side of hell, kick some demon butt to this!" Secondly, https://soundcloud.com/johndio/doom4-music A few years back some dude claimed to have music excerpts from 2011 Era Doom 4. I like these quite a bit, but I bet they're from somewhere else entirely and this dude just claimed they were from D4.
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# ? Jun 11, 2016 19:45 |
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Al Cu Ad Solte posted:Secondly, https://soundcloud.com/johndio/doom4-music
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# ? Jun 11, 2016 19:54 |
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The Kins posted:I'm too lazy to check if this is those, but a few tracks from The Old Doom 4 were leaked from Mick Gordon's website at one point. There were tracks called "The Daughter" and "The Humans". I think there was one more, but I can't find it right now. "The Resistance" and "Demons". I think I vaguely remember people claiming at least some of them were actually for a different game.
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# ? Jun 11, 2016 20:07 |
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Cat Mattress posted:"The Resistance" and "Demons".
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# ? Jun 11, 2016 20:09 |
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Al Cu Ad Solte posted:Secondly, https://soundcloud.com/johndio/doom4-music Did this John Dio guy write this or just upload it? The style is very reminiscent of Matt Uelmen.
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# ? Jun 11, 2016 20:47 |
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Thanks for the info guys. I really dig these tracks. Any other Hell on Earth scenario wad recommendations? I've played Hellbound and Doom 2 The Way Id Did. Al Cu Ad Solte fucked around with this message at 22:06 on Jun 11, 2016 |
# ? Jun 11, 2016 21:33 |
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I believe someone in the thread earlier said something about waiting for GOG's sale to include Quake and Doom and such?
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# ? Jun 11, 2016 23:16 |
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Al Cu Ad Solte posted:Any other Hell on Earth scenario wad recommendations? I've played Hellbound and Doom 2 The Way Id Did. Flashback to Hell
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# ? Jun 11, 2016 23:32 |
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LogicalFallacy posted:I believe someone in the thread earlier said something about waiting for GOG's sale to include Quake and Doom and such? Ah, yeah, I grabbed Quake yesterday as well as Turok and System Shock. Now I have a problem where I can't download Quake, but Turok and System Shock worked just fine. I just want the data files for the expansions, come on GOG.
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# ? Jun 11, 2016 23:34 |
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As far as UT2004 mods are concerned, the big one that isn't it's own game is Ballistic Weapons. That fucker owns bones. Other than that, most other mods are going to be mutators or weapon packs.
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# ? Jun 12, 2016 00:01 |
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http://www.moddb.com/mods/mayhem-mansion/videos
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# ? Jun 12, 2016 01:20 |
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According to the Zdoom forums thread, it's explicitly inspired by Exploding Lips and probably Nitemare 3D, two very old obscure FPSes. (There's sprites ripped from the former and I think some wall textures from the latter, if not more?) Those games were interesting but played horribly from what I've seen, so taking them and redoing them in ZDoom so they aren't horrible to actually control is a pretty good idea! Yeah, it's weird and very early 90s in so many ways, which is exactly what its inspiration was like. Just smoother. I think that's pretty good, TBH.
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# ? Jun 12, 2016 01:28 |
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This mod is awesome, play it asap. edit: That goes for the rest of you too.
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# ? Jun 12, 2016 01:33 |
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By the same author, also recommended: Beyond Reality where you'll fight crate monsters, tiny demons, and flying mugshots, and Unhinged which tries to be less goofy and more spooky.
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# ? Jun 12, 2016 01:53 |
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I have realized the problem with using the Duke3D assets, which is that they are goddamn huge. Everything is like twice as big occupancy-wise as the Doom textures. Poor midget Doomguy can't reach the cabinets in his own kitchen and his apartment has a door that's the same size as a giant bulkhead on a space station. "I'd rip and tear the demons, but all my guns are up there on the top shelf..." edit: "I would be mad about having to jump to reach the handle but the rent here is so manageable...." I kind of want to make a mod now about the daily struggles of Doomguy in a world that is twice his size because of texture size differences. CJacobs fucked around with this message at 02:19 on Jun 12, 2016 |
# ? Jun 12, 2016 02:07 |
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Didn't Duke3D offer some insane SVGA resolutions, like 800x600 or something equally ludicrous?
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# ? Jun 12, 2016 02:13 |
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You can scale textures in UDMF.
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# ? Jun 12, 2016 02:24 |
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Arivia posted:According to the Zdoom forums thread, it's explicitly inspired by Exploding Lips and probably Nitemare 3D, two very old obscure FPSes. (There's sprites ripped from the former and I think some wall textures from the latter, if not more?) Those games were interesting but played horribly from what I've seen, so taking them and redoing them in ZDoom so they aren't horrible to actually control is a pretty good idea! I played Nitemare 3D on a dare from here a year or so ago. You do not want to play Nitemare 3D. Trust me.
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# ? Jun 12, 2016 02:26 |
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This explains where some of the weirder sprites in the build modding community have originated.
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# ? Jun 12, 2016 02:27 |
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Cat Mattress posted:You can scale textures in UDMF. Time to switch to UDMF then!
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# ? Jun 12, 2016 02:28 |
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Duke Hard looks amazing, shame I never got around to it when I did my big BUILD games playthrough. I wish more of the Duke 3d mods kept that same gonzo sense of humor the original series and the add-ons (well, D.C. and Beach).
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# ? Jun 12, 2016 02:33 |
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closeted republican posted:I played Nitemare 3D on a dare from here a year or so ago. I will definitely believe you on that front. I never want to play Exploding Lips, either. How Marphy does it I don't know…
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# ? Jun 12, 2016 02:33 |
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Narcissus1916 posted:Duke Hard looks amazing, shame I never got around to it when I did my big BUILD games playthrough. I wish more of the Duke 3d mods kept that same gonzo sense of humor the original series and the add-ons (well, D.C. and Beach). There were only two duke expansions, though? (Nuclear winter was much more representative of DNF then the original dukes in the end.)
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# ? Jun 12, 2016 02:35 |
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CJacobs posted:I have realized the problem with using the Duke3D assets, which is that they are goddamn huge. Everything is like twice as big occupancy-wise as the Doom textures. Poor midget Doomguy can't reach the cabinets in his own kitchen and his apartment has a door that's the same size as a giant bulkhead on a space station. at first I thought you were making Papyrus' kitchen from Undertale.
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# ? Jun 12, 2016 02:59 |
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Ahh, these shelves are much more appropriate for someone of Doomguy's stature. UDMF's insane amount of minute tooling you can do is going to get me sent to an asylum but it's a lot of fun to gently caress around with. A.o.D. posted:at first I thought you were making Papyrus' kitchen from Undertale. Ohhh mannn don't tempt me
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# ? Jun 12, 2016 03:04 |
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Tippis posted:Didn't Duke3D offer some insane SVGA resolutions, like 800x600 or something equally ludicrous? It only offers up to 800x600 in the setup program but if you edit a .cfg it'll do any arbitrary resolution. https://www.vogons.org/viewtopic.php?f=7&t=40074
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# ? Jun 12, 2016 03:12 |
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# ? Jun 8, 2024 07:27 |
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Extremely silly question: I want to do a light switch in UDMF format because I'm insane. Is there a way to make light switches that toggle the light value in a sector between two values, without using scripting? The most I've been able to figure out with just actions is turning the lights off, but I dunno how to make it toggleable so they can come back on.
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# ? Jun 12, 2016 03:44 |