Reporting for stealing overwatch.Ivan wrote:What a DnD ripoff. Reported for stealing.Afrit wrote:something something
[spoiler][/spoiler]
What are you working on? [WIP Screenshots Thread]
Re: What are you working on? [WIP Screenshots Thread]
Re: What are you working on? [WIP Screenshots Thread]
Nice, dude!Peanut wrote: ↑Wed Sep 20, 2017 7:47 pmWhat 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)
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Re: What are you working on? [WIP Screenshots Thread]
T H I N G S
Spoiler: screenshots (Open)admin edit: Since nameless spoilers wont work at the moment, I added a name to your spoiler for now
- Lex Safonov
- Posts: 33
- Joined: Thu Jun 26, 2014 5:55 pm
Re: What are you working on? [WIP Screenshots Thread]
Revival!
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Re: What are you working on? [WIP Screenshots Thread]
Zandronum 3.0 MMORPG
You should be interested in to see how well I abused features of new Zandy
phpBB [media]
You should be interested in to see how well I abused features of new Zandy
Re: What are you working on? [WIP Screenshots Thread]
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.
Re: What are you working on? [WIP Screenshots Thread]
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.
- NachtIntellect
- Forum Regular
- Posts: 480
- Joined: Mon Jun 11, 2012 9:20 am
- Location: Bienenstock, Germany
Re: What are you working on? [WIP Screenshots Thread]
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.
Re: What are you working on? [WIP Screenshots Thread]
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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- ibm5155
- Addicted to Zandronum
- Posts: 1641
- Joined: Tue Jun 05, 2012 9:32 pm
- Location: Somewhere, over the rainbow
Re: What are you working on? [WIP Screenshots Thread]
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...
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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Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
Re: What are you working on? [WIP Screenshots Thread]
Still a work in progress. 30 minutes charting this.
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Re: What are you working on? [WIP Screenshots Thread]
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.
- ibm5155
- Addicted to Zandronum
- Posts: 1641
- Joined: Tue Jun 05, 2012 9:32 pm
- Location: Somewhere, over the rainbow
Re: What are you working on? [WIP Screenshots Thread]
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
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
Re: What are you working on? [WIP Screenshots Thread]
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 wellarkore wrote: ↑Tue Feb 13, 2018 10:08 pmVery 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.
Re: What are you working on? [WIP Screenshots Thread]
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:
Speaking of me, you can see where "grass optimization" went:
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Re: What are you working on? [WIP Screenshots Thread]
Do those floor bloodspot models look okay on slopes?
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Re: What are you working on? [WIP Screenshots Thread]
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
Do those floor bloodspot models look okay on slopes?
Re: What are you working on? [WIP Screenshots Thread]
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
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community