Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ijon Tichy
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#21
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by Ijon Tichy » Sun Oct 12, 2014 4:06 pm
Nash wrote:
If it becomes a reality, then I will definitely look into adding real-time shadow maps for the entire world.
rip zandronum compatibility
rip old computer compatibility
;_;7
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EnemyOfMan
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#22
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by EnemyOfMan » Sun Oct 12, 2014 8:37 pm
This would be one step closer to my dream of having a Doom MMO with a persistent world. Looks fantastic.
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Nash
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#23
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by Nash » Mon Oct 13, 2014 7:52 pm
Shoggy wrote:
Will this wad be able to be applied to any wad or will it be applied to wads that is build with this resource?
This is a modder's resource, not a player mod. It's not something that you just dump into your AutoLoad and expect it to work for all maps. It's not going to. It requires modding and editing...
Ijon Tichy wrote:
Nash wrote:
If it becomes a reality, then I will definitely look into adding real-time shadow maps for the entire world.
rip zandronum compatibility
rip old computer compatibility
;_;7
I wouldn't worry because
1) Not even sure if custom shaders will ever even happen
2) I don't know jack about shader programming and will probably take 5 years to write my first Hello World shader
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Kara Kurt
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#24
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by Kara Kurt » Mon Oct 13, 2014 8:27 pm
Dude, who cares about those with low-end computers, they've like 3298349 mods to theirs profits.
Joking aside: why not make an option that would let the player switch the dynamic shadows, in case this happens?
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Nash
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#25
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by Nash » Tue Oct 14, 2014 9:32 am
I'm pretty sure that in the imaginary situation where a user who has lesser hardware tries to run a shader-heavy GZDoom mod, the shaders will fail to compile and will just be disabled anyway, so they won't see shadows or anything but they can still play the mod. That's kind of how shaders work in every PC game I've played. You just don't see the fancy stuff if your graphics card can't render them, but you can still play the game.
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Doomkid
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#26
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by Doomkid » Tue Oct 14, 2014 12:58 pm
Wow, this is really impressive stuff - I never thought something like this would be possible, even in GZDoom!
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Nash
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#27
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by Nash » Tue Jan 19, 2016 11:43 am
The [video] tag is deprecated, please use the [media] tag
The [video] tag is deprecated, please use the [media] tag
Some new stuff to showcase for those who don't follow the ZDoom thread
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NachtIntellect
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#28
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by NachtIntellect » Tue Jan 19, 2016 1:08 pm
Wow this is really impressive, even more so than when I last saw it and I was even impressed then, I really like the weather effects and how there is a sort of mist effect going on when the snow falls, keep up the great work and I hope to see more from you in the future.
Did you just bite me? Come here, I will bite you back bastard.
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agaures
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#29
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by agaures » Tue Jan 19, 2016 1:28 pm
Neat stuff. It's sad the setup required to make a map work with it.
Would really like to play BTSX with this

<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything
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Nash
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#30
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by Nash » Tue Jan 19, 2016 1:50 pm
agaures - yeah, unfortunately there isn't a way to insert sector-based skyboxes into maps without editing them. This was made as a modder's resource anyway, for any modders who want to make open world projects in Doom, so sticking this into your autoload and hoping to play other maps with it isn't part of the design anyway...
The point of the video, however, was that to show how easy it is to setup and to show that it works even for maps not made for it (the Romero map).
Last edited by
Nash on Tue Jan 19, 2016 1:50 pm, edited 1 time in total.
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ibm5155
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#31
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by ibm5155 » Tue Jan 19, 2016 2:01 pm
I'm curious to know how you did the sounds effects in the rainfall
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Ivan
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#32
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by Ivan » Tue Jan 19, 2016 4:02 pm
Excellent work, this should prove to be very useful in some community projects, for sure. I can see it being used widely. (People who pay attention to detail would enjoy this a lot)
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Nash
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#33
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by Nash » Tue Jan 19, 2016 8:12 pm
ibm5155 wrote:
I'm curious to know how you did the sounds effects in the rainfall
It actually turned out to be much easier than I thought! All I had to do is first check if the player is not under a sky ceiling. When the player is not under the sky, I fire four line traces (N, S, E W) that then detect if they are under the sky or not.
The volume of the rain is the sum of these four traces. For every trace that's NOT under the sky, the volume of the rain will drop.
All I had to do then was crossfade the "outside" rain loop with the "inside" rain loop. The volumes of the two loops are inverted. Boom, fake lowpass in ZDoom!
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Jaxxoon -R-
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#34
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by Jaxxoon -R- » Thu Jan 21, 2016 2:35 am
How is this possible. What, you had to have just stuffed a tiny solar system into a computer and are just yanking our legs.
Eh, to be slightly more serious though, how editable is? Or is it some horrible black box whose name must never be spoken lest we all go mad?
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one_Two
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#36
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by one_Two » Thu Jan 21, 2016 7:48 am
How do you pronounce "Bumi"?
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Nash
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#37
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by Nash » Thu Jan 21, 2016 8:53 pm
Jaxxoon - it requires some knowledge of ACS, if you can make scripts, you should be able to edit almost anything, because I've made the code as "modular" as possible! There will be some documentation explaining where things are, how to read the code, the coding standards I use, etc.
OneTwo: "boomy" (PS bumi means "earth" in my native language, Malay)
Last edited by
Nash on Thu Jan 21, 2016 8:54 pm, edited 1 time in total.
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Nash
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#38
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by Nash » Sun Jan 24, 2016 7:53 pm
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Samuzero15tlh
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#39
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by Samuzero15tlh » Sun Jan 24, 2016 9:09 pm
0.o' Holy shiet! looks amaizing!
Everyone wants happiness without pain, but you cant have a rainbow without a rain.
I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.
Spoiler: My Other zandro stuff! (Open)
Samuzero15tlh
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Doomkid
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#40
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by Doomkid » Sun Jan 24, 2016 9:57 pm
Man, this has come a long way, keep it up Nash!