What are you working on? [WIP Screenshots Thread]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Bloax
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RE: What are you working on? [WIP Screenshots Thread]

#501

Post by Bloax » Mon Jan 25, 2016 11:21 am

A proper avatar.

There we go, much better.

make sure to check out the previous page kids
Last edited by Bloax on Mon Jan 25, 2016 11:21 am, edited 1 time in total.

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RE: What are you working on? [WIP Screenshots Thread]

#502

Post by ZoD » Sun Jan 31, 2016 3:24 am

WIP "Voyage Center"
Image
Image
Image
Image
but this is so laggy... fps 20-15
Last edited by ZoD on Sun Jan 31, 2016 3:51 am, edited 1 time in total.

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RE: What are you working on? [WIP Screenshots Thread]

#503

Post by one_Two » Sun Jan 31, 2016 3:42 am

Shit the bed. Exceptional work, how have you made slopes like that?

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RE: What are you working on? [WIP Screenshots Thread]

#504

Post by ZoD » Sun Jan 31, 2016 3:48 am

one_Two wrote: Shit the bed. Exceptional work, how have you made slopes like that?
Little training at UDMF format ^^
(Vertex Height changing makes slopes, but only at 3sides sectors (triangle sector))
hmm... more than 10000 slopes i think xP
Last edited by ZoD on Sun Jan 31, 2016 3:49 am, edited 1 time in total.

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RE: What are you working on? [WIP Screenshots Thread]

#505

Post by Ænima » Sun Jan 31, 2016 3:57 am

Wowwww that looks crazy good! But lol yeah you're probably gonna have to cut the sector count in half to optimize it. Slopes triangles that small really aren't even noticeable IMO. Looks like it took hella effort though. Nice job.
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RE: What are you working on? [WIP Screenshots Thread]

#506

Post by CallCenterHero » Wed Feb 03, 2016 7:59 am

Recorded an offline skirmish of a(n obviously very incomplete) wad I made in a couple hours... Geez... I forgot how crazy old-fashioned Vanilla Doom can get sometimes.

I'm just playing around with some Vanilla Doom mapping to sharpen my craft.
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RE: What are you working on? [WIP Screenshots Thread]

#507

Post by ZZYZX » Sun Feb 07, 2016 9:55 pm

Most likely 4.0 though as it makes heavy use of SpawnParticle which is 2.8.x
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RE: What are you working on? [WIP Screenshots Thread]

#508

Post by fr blood » Sun Feb 07, 2016 10:01 pm

ZZYZX wrote: Most likely 4.0 though as it makes heavy use of SpawnParticle which is 2.8.x
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RE: What are you working on? [WIP Screenshots Thread]

#509

Post by Ænima » Sun Feb 07, 2016 10:18 pm

More Doom64 shit.
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RE: What are you working on? [WIP Screenshots Thread]

#510

Post by NachtIntellect » Fri Feb 12, 2016 7:49 pm

Very nice work, I really liked the flamethrower puff for that flamethrower, maybe I should try and make my own sometime, the one I have got in one of my WADs is really lacking.
Last edited by NachtIntellect on Fri Feb 12, 2016 7:51 pm, edited 1 time in total.
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RE: What are you working on? [WIP Screenshots Thread]

#511

Post by Agentbromsnor » Mon Feb 15, 2016 10:46 pm

I'm working on a adventure-game type of mod these days that will take place in a house, that will function as the main hub level. I'm developing it for GZDoom, but I don't see how it shouldn't run on Zandronum.

It's still very much a work in progress, but here are some screenshots of the texture and model-work I got done. :)

[spoiler]Bathroom:
Image
The lights you can actually turn off and on with a switch on the outside.

Bathroom toilet:
Image
A little hard to see, but it's a toilet.

Garden:
Image[/spoiler]

That's about it for now. :)
Last edited by Agentbromsnor on Mon Feb 15, 2016 10:47 pm, edited 1 time in total.

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RE: What are you working on? [WIP Screenshots Thread]

#512

Post by ibm5155 » Mon Feb 15, 2016 10:51 pm

ZoD wrote: WIP "Voyage Center"

but this is so laggy... fps 20-15
Too bad you're too near too the map size limit :( , when you reach it, zandronum will crash, but that still can be opened with the latest gzdoom, but even then, you'll have graphics and logic glitches :\
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RE: What are you working on? [WIP Screenshots Thread]

#513

Post by kodi » Tue Feb 16, 2016 8:19 pm

Agentbromsnor wrote: I'm working on a adventure-game type of mod these days that will take place in a house, that will function as the main hub level. I'm developing it for GZDoom, but I don't see how it shouldn't run on Zandronum.
(images)
Looks quite stunning! Amazing what good textures can do for even a primitive lighting system such as the one in gzdoom/zandro.

I've spent a long time working on an adventure game as well, or at least the underlying system. With recent great help from the community I've overhauled several subsystems, so I'll be able to release the alpha and then make an actual game with it pretty soon.

Image

Image
Last edited by kodi on Tue Feb 16, 2016 8:23 pm, edited 1 time in total.

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RE: What are you working on? [WIP Screenshots Thread]

#514

Post by Agentbromsnor » Wed Feb 17, 2016 2:43 pm

kodi wrote:
Agentbromsnor wrote: I'm working on a adventure-game type of mod these days that will take place in a house, that will function as the main hub level. I'm developing it for GZDoom, but I don't see how it shouldn't run on Zandronum.
(images)
Looks quite stunning! Amazing what good textures can do for even a primitive lighting system such as the one in gzdoom/zandro.

I've spent a long time working on an adventure game as well, or at least the underlying system. With recent great help from the community I've overhauled several subsystems, so I'll be able to release the alpha and then make an actual game with it pretty soon.

Image

Image
Thanks! :D I know right? The only thing I'd like to fix is a way to simulate shaders. That, or somebody gives the GZDoom renderer a complete overhaul.

This is probably the first 'real' mod I've attempted, and I've also received a lot of help, mostly from people on the ZDoom forums. People in the Doom community are amazing and very supportive!

Also, that interface looks pretty great! Would love to see it in action.

*pets the Cacodemon*
Last edited by Agentbromsnor on Wed Feb 17, 2016 2:49 pm, edited 1 time in total.

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RE: What are you working on? [WIP Screenshots Thread]

#515

Post by Agentbromsnor » Fri Feb 19, 2016 12:35 am

What's a bathroom without a sink? :D

[spoiler]Image[/spoiler]

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RE: What are you working on? [WIP Screenshots Thread]

#516

Post by Ænima » Fri Feb 19, 2016 1:45 am

Agentbromsnor wrote: What's a bathroom without a sink? :D

[spoiler]Image[/spoiler]
I wonder ... can you make some holes in that mirror model and make a mirror linedef right behind it so it looks like the uncracked parts are still reflective?
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RE: What are you working on? [WIP Screenshots Thread]

#517

Post by Agentbromsnor » Fri Feb 19, 2016 1:00 pm

Ænima wrote:
Agentbromsnor wrote: What's a bathroom without a sink? :D

[spoiler]Image[/spoiler]
I wonder ... can you make some holes in that mirror model and make a mirror linedef right behind it so it looks like the uncracked parts are still reflective?
The mirror is not a model though! :o But yes, that would actually be a pretty sweet trick. Though to complete the effect, I would also need to replace the player's Doom marine sprite with something more appropriate. I could use a model for that but I'm not much of an animator.

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RE: What are you working on? [WIP Screenshots Thread]

#518

Post by Agentbromsnor » Fri Feb 19, 2016 9:10 pm

I've been using MD2 models for this current mod I'm working on and everything you see in those screenshots. The only way for me to export to MD3 is to download a plug-in and run it through Blender. My question is, is this worth it? People keep saying that MD2 is outdated and horrible, but for my static models they seem to function just fine... Should I convert all my models to MD3, to prevent any sort of complications further down the road? Or is it fine to use MD2 for static models just as it is?

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RE: What are you working on? [WIP Screenshots Thread]

#519

Post by Zanieon » Fri Feb 19, 2016 9:40 pm

For Static Stuff, MD2 is fine as there's no animations to you see the horrible vertex accuracy MD2 have, now if you go to animated models, MD3 is the way.

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RE: What are you working on? [WIP Screenshots Thread]

#520

Post by Agentbromsnor » Fri Feb 19, 2016 11:52 pm

Ah okay, I will keep this in mind then! Thanks for the advice.

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