What are you working on? [WIP Screenshots Thread]

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

#521

Post by ZZYZX » Tue Mar 08, 2016 11:31 am

abusing my new videocard
(also somewhat inspired by a colorful game called PixelJunk Shooter)
[spoiler]Image[/spoiler]
Last edited by ZZYZX on Tue Mar 08, 2016 12:38 pm, edited 1 time in total.

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

#522

Post by Bloax » Tue Mar 08, 2016 9:47 pm

Image
I'm just flexing my spriting muscles.

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

#523

Post by SwordGrunt » Wed Mar 09, 2016 1:25 am

Two of the most powerful monsters in the Doom engine... as playable classes??

That's only a small part of it. Stay tuned!

[spoiler]Image[/spoiler]
Last edited by SwordGrunt on Wed Mar 09, 2016 1:25 am, edited 1 time in total.

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

#524

Post by CloudFlash » Fri Mar 11, 2016 7:46 am

SwordGrunt wrote: Two of the most powerful monsters in the Doom engine... as playable classes??

That's only a small part of it. Stay tuned!

[spoiler]Image[/spoiler]
I dunno about Herer, but EnTitty miiiiight have slight problems fitting through the door
https://i.imgflip.com/i5tpe.jpg
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RE: What are you working on? [WIP Screenshots Thread]

#525

Post by SwordGrunt » Fri Mar 11, 2016 1:43 pm

CloudFlash wrote:
SwordGrunt wrote: Two of the most powerful monsters in the Doom engine... as playable classes??

That's only a small part of it. Stay tuned!

[spoiler]Image[/spoiler]
I dunno about Herer, but EnTitty miiiiight have slight problems fitting through the door
Gameplay comes first :) by default, even the Entity has the Doomguy's hitbox.

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

#526

Post by Arctangent » Sun Mar 13, 2016 2:23 am

SwordGrunt wrote: Gameplay comes first :) by default, even the Entity has the Doomguy's hitbox.
Should probably find sprites of it that remotely resemble that size, then, because shooting at something very visible only for all your shots to go through it seems pretty dang terrible.

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

#527

Post by SwordGrunt » Sun Mar 13, 2016 4:01 am

Arctangent wrote:
SwordGrunt wrote: Gameplay comes first :) by default, even the Entity has the Doomguy's hitbox.
Should probably find sprites of it that remotely resemble that size, then, because shooting at something very visible only for all your shots to go through it seems pretty dang terrible.
A CVar will enable real-size hitboxes, mostly meant for a competitive environment, whereas in cooperative gamemodes the default player size is preferrable.

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

#528

Post by Dusk » Mon Mar 14, 2016 4:42 pm

Image

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

#529

Post by Empyre » Mon Mar 14, 2016 4:54 pm

Is it possible for the extent box that determines where you will fit and the hit bot that determines where a shot has to be to hit you to be different sizes?

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

#530

Post by Arctangent » Tue Mar 15, 2016 4:43 am

Empyre wrote:Is it possible for the extent box that determines where you will fit and the hit bot that determines where a shot has to be to hit you to be different sizes?
It is not.

You could make the player technically unhittable and use a purely shootable dummy actor that's constantly at the player's location, but then you have to sync up the damage that dummy actor takes with the player, make sure the dummy actor actually goes where it's supposed to be ( remember, an actor's bounds cannot go above or below a plane ), etc.

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

#531

Post by MrEnchanter » Wed Mar 16, 2016 10:09 pm

Monsoon wrote:This.
Spoiler: Large Screenies (Open)
Image

Image

Image
TibDoom related?

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

#532

Post by Ænima » Wed Mar 16, 2016 11:21 pm

MrEnchanter wrote:
Monsoon wrote:This.
Spoiler: Large Screenies (Open)
Image

Image

Image
TibDoom related?
Quite honestly, it looks like crap aside from the torches and blood decal models. I see two big square sectors, one inside the other.
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Re: RE: What are you working on? [WIP Screenshots Thread]

#533

Post by ibm5155 » Thu Mar 17, 2016 12:16 am

Ænima wrote:
MrEnchanter wrote:
Monsoon wrote:This.
Spoiler: Large Screenies (Open)
Image

Image

Image
TibDoom related?
Quite honestly, it looks like crap aside from the torches and blood decal models. I see two big square sectors, one inside the other.
And by the other side, there's a great mix of textures that fit on each other
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Re: What are you working on? [WIP Screenshots Thread]

#534

Post by SwordGrunt » Thu Mar 17, 2016 3:10 am

Arctangent wrote:
Empyre wrote:Is it possible for the extent box that determines where you will fit and the hit bot that determines where a shot has to be to hit you to be different sizes?
It is not.

You could make the player technically unhittable and use a purely shootable dummy actor that's constantly at the player's location, but then you have to sync up the damage that dummy actor takes with the player, make sure the dummy actor actually goes where it's supposed to be ( remember, an actor's bounds cannot go above or below a plane ), etc.
Yeah, and while that's not necessarily hard to do, it's not perfectly accurate and consumes some extra bandwidth. There's a property called projectilepassheight which is similar to this, but sadly there's no "projectilepassradius" or else that would fit right in (I only use projectiles, no hitscan or melee)

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

#535

Post by ZZYZX » Thu Mar 17, 2016 2:32 pm

Empyre wrote:Is it possible for the extent box that determines where you will fit and the hit bot that determines where a shot has to be to hit you to be different sizes?
Short answer: yes, but you will lose DamageType specific stuff and probably also player originators (i.e. no "%o died because of %k"). Is not worth it except rare cases.

Long answer:
0. Make the PlayerPawn actor (which is the collision box essentially) +SOLID and +NONSHOOTABLE (so bullets and projectiles will pass through to the damage box)
1. Spawn a +SERVERSIDEONLY child actor with SXF_SETMASTER (only since 2.8.1 codebase, otherwise you need to spawn this actor with ACS). The actor can be serverside because it doesn't need prediction (only collision box does)
2. Child actor should be +SHOOTABLE and have good amount of health (0x7FFFFFFF?) to guarantee that it survives everything but still takes damage
3. Make the child actor do A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_COPYINTERPOLATION)
4. Make the child actor continuously check it's health and deal same damage to the master:

Code: Select all

TNT1 A 0 A_DamageMaster(0x7FFFFFFF-health) // maxhp-hp, i.e. detect how much damage was done in last tic
TNT1 A 0 A_ResetHealth // before 2.8.1, do this manually with ACS
5. Now damage box is specified by Height and Radius of the child actor, while collision detection is managed by Height and Radius of the main actor!
Minor stuff that is still to improve is for example checking velocity of the damage box and applying same velocity to the player, nullifying it afterwards. This is for rocket jumping and other attack kickbacks.

The same mechanism can be used for headshots, btw.

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

#536

Post by Stipsi » Fri Mar 18, 2016 12:00 am

Spoiler: An unfinished (as always) and simple SP map (Open)
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Re: What are you working on? [WIP Screenshots Thread]

#537

Post by CallCenterHero » Sun Mar 20, 2016 7:51 am

I stayed up a little late last night and hammered out some code that selects a random weapon (out of three: SSG, Rail, Plasma) and that weapon is used for the entire deathmatch... until the map is restarted.

My philosophy behind this was to focus less on the weapons themselves... but to see how well everyone could do with the exact same equipment. Level playing field and all that stuff. Plus I just thought the idea of a "Weapon Roulette" was cool. Hope you enjoy this video i took of it (3min, 34secs)

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

#538

Post by ZZYZX » Sun Mar 20, 2016 8:41 pm

CallCenterHero wrote:I stayed up a little late last night and hammered out some code that selects a random weapon (out of three: SSG, Rail, Plasma) and that weapon is used for the entire deathmatch... until the map is restarted.
Reminds be of that labyrinth ILMS map, been done before :P

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

#539

Post by CallCenterHero » Sun Mar 20, 2016 8:46 pm

ZZYZX wrote:
CallCenterHero wrote:I stayed up a little late last night and hammered out some code that selects a random weapon (out of three: SSG, Rail, Plasma) and that weapon is used for the entire deathmatch... until the map is restarted.
Reminds be of that labyrinth ILMS map, been done before :P
I figured it probably has... I did it more as a chance to see if I could code something in ACS that's functional.

Not sure if it makes a difference but it wasn't being played in LMS... just classic deathmatch.

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

#540

Post by Catastrophe » Sun Mar 20, 2016 10:17 pm

Spoiler: Wip bouncy railgun (Open)
Image

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