What are you working on? [WIP Screenshots Thread]
- ZZYZX
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RE: What are you working on? [WIP Screenshots Thread]
abusing my new videocard
(also somewhat inspired by a colorful game called PixelJunk Shooter)
[spoiler][/spoiler]
(also somewhat inspired by a colorful game called PixelJunk Shooter)
[spoiler][/spoiler]
Last edited by ZZYZX on Tue Mar 08, 2016 12:38 pm, edited 1 time in total.
quality DoomExplorer hackeringFilystyn wrote:Do you know what windows.h is? It's D, DWORD.
overcomplicated ZDoom grenade
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GZDoomBuilder-Bugfix
RE: What are you working on? [WIP Screenshots Thread]
I'm just flexing my spriting muscles.
unf
Last edited by Bloax on Tue Mar 08, 2016 10:24 pm, edited 1 time in total.
[quote="Kennon Conrad"]Dear LawCounsels,
To prove your compressor works, I suggest you try it on your posts and then post only the result.
We all know an ideal lossy compressor would output 0 bytes for your posts, so see if you can beat that.
Have a nice day.[/quote]
To prove your compressor works, I suggest you try it on your posts and then post only the result.
We all know an ideal lossy compressor would output 0 bytes for your posts, so see if you can beat that.
Have a nice day.[/quote]
- SwordGrunt
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RE: What are you working on? [WIP Screenshots Thread]
Two of the most powerful monsters in the Doom engine... as playable classes??
That's only a small part of it. Stay tuned!
[spoiler][/spoiler]
That's only a small part of it. Stay tuned!
[spoiler][/spoiler]
Last edited by SwordGrunt on Wed Mar 09, 2016 1:25 am, edited 1 time in total.
- CloudFlash
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RE: What are you working on? [WIP Screenshots Thread]
I dunno about Herer, but EnTitty miiiiight have slight problems fitting through the doorSwordGrunt 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][/spoiler]
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey
- SwordGrunt
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RE: What are you working on? [WIP Screenshots Thread]
Gameplay comes first :) by default, even the Entity has the Doomguy's hitbox.CloudFlash wrote:I dunno about Herer, but EnTitty miiiiight have slight problems fitting through the doorSwordGrunt 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][/spoiler]
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Re: RE: What are you working on? [WIP Screenshots Thread]
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.SwordGrunt wrote: 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]
A CVar will enable real-size hitboxes, mostly meant for a competitive environment, whereas in cooperative gamemodes the default player size is preferrable.Arctangent wrote: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.SwordGrunt wrote: Gameplay comes first :) by default, even the Entity has the Doomguy's hitbox.
Re: What are you working on? [WIP Screenshots Thread]
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]
It is not.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?
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.
- MrEnchanter
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Re: RE: What are you working on? [WIP Screenshots Thread]
TibDoom related?Monsoon wrote:This.
Spoiler: Large Screenies (Open)
Re: RE: What are you working on? [WIP Screenshots Thread]
Quite honestly, it looks like crap aside from the torches and blood decal models. I see two big square sectors, one inside the other.MrEnchanter wrote:TibDoom related?Monsoon wrote:This.
Spoiler: Large Screenies (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
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Re: RE: What are you working on? [WIP Screenshots Thread]
And by the other side, there's a great mix of textures that fit on each otherÆnima wrote:Quite honestly, it looks like crap aside from the torches and blood decal models. I see two big square sectors, one inside the other.MrEnchanter wrote:TibDoom related?Monsoon wrote:This.
Spoiler: Large Screenies (Open)
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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<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">
- SwordGrunt
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Re: What are you working on? [WIP Screenshots Thread]
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)Arctangent wrote:It is not.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?
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: What are you working on? [WIP Screenshots Thread]
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.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?
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
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]
Spoiler: An unfinished (as always) and simple SP map (Open)Need some training after 3 years of being "dead"
- CallCenterHero
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Re: What are you working on? [WIP Screenshots Thread]
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)
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)
phpBB [media]
- ZZYZX
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Re: What are you working on? [WIP Screenshots Thread]
Reminds be of that labyrinth ILMS map, been done before :PCallCenterHero 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.
quality DoomExplorer hackeringFilystyn wrote:Do you know what windows.h is? It's D, DWORD.
overcomplicated ZDoom grenade
random Doom things
GZDoomBuilder-Bugfix
- CallCenterHero
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Re: What are you working on? [WIP Screenshots Thread]
I figured it probably has... I did it more as a chance to see if I could code something in ACS that's functional.ZZYZX wrote:Reminds be of that labyrinth ILMS map, been done before :PCallCenterHero 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.
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]
Spoiler: Wip bouncy railgun (Open)