What are you working on? [WIP Screenshots Thread]

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

#621

Post by Afrit » Thu Sep 21, 2017 2:40 am

Ivan wrote:
Afrit wrote:something something

[spoiler]Image[/spoiler]
What a DnD ripoff. Reported for stealing.
Reporting for stealing overwatch.

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

#622

Post by Ænima » Mon Oct 02, 2017 2:09 pm

Peanut wrote:
Wed Sep 20, 2017 7:47 pm
What I have so far on the Heretic DM thingy, just to hold up my end. Gonna have to click. Sorry.
Spoiler: E1M1: Ice Grotto remake. Layout is finished. Still needs item placement and more details in some areas. (Open)
Spoiler: E1M9: Cave thingy. Same as e1m1. Layout is finished, just needs minor touches. (Open)
Nice, dude!
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Afrit
 
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Re: What are you working on? [WIP Screenshots Thread]

#623

Post by Afrit » Thu Oct 05, 2017 8:14 am

T H I N G S
Spoiler: screenshots (Open)
Image
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ImageImage
admin edit: Since nameless spoilers wont work at the moment, I added a name to your spoiler for now

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Lex Safonov
 
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Re: What are you working on? [WIP Screenshots Thread]

#624

Post by Lex Safonov » Tue Nov 14, 2017 9:08 am

More maps are textured)
Image

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

#625

Post by Fabysk » Thu Nov 30, 2017 12:17 am

Revival!
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Re: What are you working on? [WIP Screenshots Thread]

#626

Post by skaarjman » Thu Nov 30, 2017 10:03 pm

Zandronum 3.0 MMORPG
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You should be interested in to see how well I abused features of new Zandy

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

#627

Post by arkore » Fri Dec 01, 2017 12:31 am

skaarjman wrote:
Thu Nov 30, 2017 10:03 pm
Zandronum 3.0 MMORPG
(video)

You should be interested in to see how well I abused features of new Zandy
Very good. Please speak to MadCat, because a lot of his work aligns with yours.

P.S. I hope you can release a small simple base wad that contains functionality for the client/server/character/xp/level system, that people can use to create an xp-based multiplayer mod. It would be nice to see more modders build more character/xp/level mods, and that base wad can help them get started.

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

#628

Post by arkore » Fri Dec 01, 2017 12:38 am

Fabysk wrote:
Thu Nov 30, 2017 12:17 am
Revival!
(video)
Cool. I probably won't play it, but looks like you're doing good work there though.

What I noticed/felt though is that perhaps you would be interested in collaborating on the development of a 2d top-down platform gunner game. e.g. Raiden. I remember MadCat doing an proto-type of this gameplay already, based on the game: Raptor: Call of the Shadows.

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

#629

Post by NachtIntellect » Wed Dec 06, 2017 5:29 am

Got bored and decided to open up Albertoni's Idle doom to see how much more grindy I can make it, probably won't release this publicly seeming as it's not my mod nor do I have the author's permission to post the mod but I've made such additions such as adding in 2 more purchasable towers, a new monster limiter which you can purchase to increase the amount of monsters on the map, starting monsters is 5, 4 more monsters to buy, 1 extra map just because I needed a change of scenery which you can probably identify the one I've used as a base to build on, even improved the script so there's not so many script numbers.

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

#630

Post by skaarjman » Thu Dec 07, 2017 10:32 pm

Not sure how many times I can post here, but I think it's worth a minute to take a look:
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Re: What are you working on? [WIP Screenshots Thread]

#631

Post by ibm5155 » Sat Dec 09, 2017 7:47 pm

Well, If you are making a mod, you're already wasting your time anyway, playing a game either...
Unless in those cases you manage to get some Money from what you did.
So unless there's some copyright somewhere under zandronum that forbid people from making mods based on other games... But that's not the case so moving on...

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

#632

Post by Fabysk » Mon Dec 25, 2017 12:21 am

Still a work in progress. 30 minutes charting this.
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Re: What are you working on? [WIP Screenshots Thread]

#633

Post by skaarjman » Tue Feb 13, 2018 8:00 pm

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

#634

Post by arkore » Tue Feb 13, 2018 10:08 pm

Very good. I hope the method you're using for that is generally optimized itself as well. Like, I'm thinking there's hundreds of range LOS checks occurring for all those items and for all players and for however many tics, feels processor intensive. Hopefully that's not the case, and I assume this occurs clientside only.

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

#635

Post by ibm5155 » Tue Feb 13, 2018 10:18 pm

if you want that for zand, you could use my spec lib so that effect also Works when you coop spy someone and also when you spectate
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Re: What are you working on? [WIP Screenshots Thread]

#636

Post by skaarjman » Tue Feb 13, 2018 10:39 pm

arkore wrote:
Tue Feb 13, 2018 10:08 pm
Very good. I hope the method you're using for that is generally optimized itself as well. Like, I'm thinking there's hundreds of range LOS checks occurring for all those items and for all players and for however many tics, feels processor intensive. Hopefully that's not the case, and I assume this occurs clientside only.
Checks are run every 5 ticks and they don't seem to consume a whole lot of frames, I get 50 fps with all models, 120 with sprites and 200+ with LOS check mod. Also, A_CheckRange, using 2d check only, increases by 5 frames as well

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

#637

Post by skaarjman » Thu Mar 22, 2018 5:29 pm

Why this thread is so dead ? As if there is no people that work on projects
Speaking of me, you can see where "grass optimization" went:

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

#638

Post by Ænima » Thu Mar 22, 2018 11:33 pm

skaarjman wrote:
Thu Mar 22, 2018 5:29 pm
Why this thread is so dead ? As if there is no people that work on projects
Speaking of me, you can see where "grass optimization" went:

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Do those floor bloodspot models look okay on slopes?
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ZandroSkins
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Squad Radio: a WASD-powered chat menu, add your own sounds
AeniPuffs: neat blood and puff effects

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

#639

Post by skaarjman » Fri Mar 23, 2018 8:31 pm


Do those floor bloodspot models look okay on slopes?
Not so much yet, but in next update they will be equipped with some decorate /ACS code that can detect and tilt the bloodspot accordingly

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

#640

Post by Ænima » Sun Mar 25, 2018 12:45 pm

skaarjman wrote:
Fri Mar 23, 2018 8:31 pm

Do those floor bloodspot models look okay on slopes?
Not so much yet, but in next update they will be equipped with some decorate /ACS code that can detect and tilt the bloodspot accordingly
Good luck, i’ve been trying to figure out a good way of doing that for years.

The only way i can think of is spawning 8 dummy actors around the spot (one in each cardinal direction), checking which one is lowest, then making the bloodspot face that direction and adjust its pitch downward accordingly. Very hacky and math-intensive.

IMO it would be nice if MODELDEF simply had a “adjust model’s pitch based on floor slope” flag. :P
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ZandroSkins
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Squad Radio: a WASD-powered chat menu, add your own sounds
AeniPuffs: neat blood and puff effects

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