[QUOTE=UberMunchkin;47836548]I found the fucking suicide bombing blobs more irritating to be frank. Imagine if a lost soul went sonic speed around the room before homing in on you and exploding.
Then put 5 of them in a room.[/QUOTE]
God those guys were like the most evil change of pace they could think of.
First time killing one of those i thought "hey they are like more spastic fiends, lemme just whip out this here SSG"
then I have to restart the level because i forgot to save
[QUOTE=Xubs;47836587]skulltag is deprecated and several billion Zdoom versions out of date, zandronum is its total replacement and the continued development of skulltag, contains all the same features and is made by the same development team and more, and is several thousand Zdoom versions out of date.
if you're gonna tell us you haven't upgraded, then you unquestionably should because zandronum [I]IS[/I] skulltag. They're the same thing, just developer drama caused skulltag to be ended and zandronum to be continued in its place, being developed literally right where skulltag left off. Same featureset, same codebase, just Zandronum is the new version and new name of the same software.
The fact it is based on a much more recent ZDoom version means it has a modding community able to take advantage of many newer features present in ZDoom, making more advanced and complex wads. Also, bugfixes, and a vastly more robust netcode. And a myriad (like, a lot) of small and new gameplay options which can enhance server gameplay.[/QUOTE]
ok thanks for that, I just haven't played doom at all for ages so I had no idea about skulltag shutting down
[QUOTE=Bloodshot12;47837309]God those guys were like the most evil change of pace they could think of.
First time killing one of those i thought "hey they are like more spastic fiends, lemme just whip out this here SSG"
then I have to restart the level because i forgot to save[/QUOTE]
I still need to beat Quake. I want to like it, but the weapons just don't feel very good to shoot. It's stuck in that weird era between 2D and more advanced 3D so it all feels kind of off.
I used to feel that way but I have to say now that I kind of feel like Quake's gameplay balance makes up for it. Plus pretty much every enemy has really nicely animated pain frames. If you really can't stand the weapons there are a few replacers here and there though they can be hard to dig up.
And the custom maps are nothing short of jaw dropping at times.
[QUOTE=Whatsinaname;47832299]Playing Strife: Veteran's Edition really makes me wonder why the Steam version of Doom still uses DOXBox. I know it's really easy to just download Zandronum, GZDoom, etc., but it would be really nice if we had a version of the game that had updated functionality right out the gate, as well as Steamworks and workshop support.[/QUOTE]This might happen. Sort of. Well, not a Veteran Edition-style setup, but replacing DOSbox with Chocolate Doom, QuakeSpasm and other very vanilla source ports. It's not a certain thing, though, so don't hold your breath.
Talking about revenants, i've been thinking about tweaking them in Golden Souls 2 so they fire the same Rockets of the cannon, with the difference that they'd not be instakill but a bit faster.
Should it be a replacement for the actual revenant (vote agree) or should i make it into a new revenant variation instead? (vote disagree)
So, its been awhile since I talked about my Duke in ZDoom project. I showed a few fancy animations and nice little things but right now I'm going back to basics and writing all the core weapons to behave as close to Duke and feel as Duke, as possible.
Now for the fun part about this, after I get all the basic weapons set up, I'm going to draw some 16:9+ resolution graphics and[B] release it as a resource[/B] for anyone trying to just add Duke to a project. Depending on how things go, I may also rebuild the arsenal of other games such as BLOOD for anyone to just drop into their projects, hassle free.
Afterwords I'll begin the real jazz of adding all the sexy shit back in for the actual Duke modification itself.
Before anyone asks, yes the sexy BUILD engine feature of having your weapons bob while you fire is here, and it is beautiful.
But I haven't forgotten, have a WIP video.
[video=youtube;tpTY3ghBZdg]https://www.youtube.com/watch?v=tpTY3ghBZdg[/video]
Its funny, after recording I realized a graphical bug, the shotgun clips out when it recoils if you are bobbing a certain way. This is easily fixable, do not worry.
Man I don't even know what I'm doing
[IMG]https://38.media.tumblr.com/089608dc42d074750c7b1456167a6816/tumblr_np5xty2Y4n1szent1o1_540.gif[/IMG]
Don't worry, I found that anything I do well is the result of having no clue what I am doing and practicing my refined form of the classic technique, being a wise idiot.
You too, will learn this sacred art.
I think I'm onto something here.
[IMG]https://38.media.tumblr.com/4fe4af16e04e1b9ba2623d4abba7e6a7/tumblr_np5z96w4Sz1szent1o1_540.gif[/IMG]
Getting back in the swing of things, but it feels like there's a few things I still need to get back up to scratch with. Like "accuracy" and "learning how to make webms".
[vid]https://dl.dropboxusercontent.com/u/25843724/doom/reelism-craprl.webm[/vid]
[QUOTE=The Kins;47838749]Getting back in the swing of things, but it feels like there's a few things I still need to get back up to scratch with. Like "accuracy" and "learning how to make webms".
[vid]https://dl.dropboxusercontent.com/u/25843724/doom/reelism-craprl.webm[/vid][/QUOTE]
I think they make pills for that issue nowadays.
Making a seamless loop for the ripper's barrels is driving me crazy but I promise it will be beautiful.
Just use SLADE, bruh. Any BUILD engine game's .grp work in it.
i could never get slade to work for me. it'd just crash for no reason whenever i launched it. i'll have to try and fix it some day soon because i want to use custom music and the like
[QUOTE=TheRealRudy;47839263]Great, but which file do I need to use? I have Duke3D Megaton Edition on Steam, so I go into classic and open DUKE3D.GRP with SLADE, but I can only see 19 graphics listed under graphics, and for the rest nothing.[/QUOTE]
Right, forgot to mention about that part.
Look for the TILEXXX.ART Files
right-click, EXTRACT ALL.
This opens the .art file(s) you chose and puts all their files in slade.
I like to then select all those picture files, and extract them all to a folder of my choosing.
So Duke has TILES001 to 019
so I'll extract 001 first, then I'll take all its pictures and put them in a folder called TILES001, and then I'll delete them from SLADE, and I'll move on to the next one.
If you need a small vid, I can do that. This is very simple but I'm bad at explaining it.
[editline]30th May 2015[/editline]
Make sure you extract them with the proper palette as well, obviously the Duke Nukem one
[QUOTE=Xubs;47837751]the custom maps for Quake 1 are absolutely astounding detail-wise, I just really loathe the Quake community's focus on singular, very well-done maps compared to Doom's focus on megawads. Quake has its fair share of megawad-like full map packs but it's not the focus of a lot of mod development and they're rare, especially these days.
I just like being able to download a full map set and treating it like a huge, single expansion pack/new game. Rather than, you know, downloading a bunch of super-focused singular maps.[/QUOTE]
Well to be fair I think that comes with the territory, especially when you have to put so much detail into your map architecture and then also you have to consider how it affects gameplay.
Not saying this doesn't happen in doom, but typically doom builder is also a lot quicker to work with too, some of those better quake maps have build times anywhere from like 3-4 months to a year.
That being said they still have map jams that provide 3 or 4 maps for a small "episode" quite a bit, and there's also [URL="http://www.haukerehfeld.de/projects/"]the quake injector[/URL] which makes it super easy to acquire and play the custom maps.
[QUOTE=TheRealRudy;47839523]So I've created animated textures, but somehow when I place them in GZDOOM Builder and then look at them ingame they have that missing texture, texture :v:
Anyone know how to implement simple animated textures? I have a strange feeling this isn't going to be as easy like the decoration stuff.
These are the textures btw;
[IMG]http://i.imgur.com/sTSkHbs.gif[/IMG] [IMG]http://i.imgur.com/cokJPr4.gif[/IMG][/QUOTE]
I promise to look into it soon, I never replaced or added textures in all honesty.
[QUOTE=TheRealRudy;47839523]So I've created animated textures, but somehow when I place them in GZDOOM Builder and then look at them ingame they have that missing texture, texture :v:
Anyone know how to implement simple animated textures? I have a strange feeling this isn't going to be as easy like the decoration stuff.
These are the textures btw;
[IMG]http://i.imgur.com/sTSkHbs.gif[/IMG] [IMG]http://i.imgur.com/cokJPr4.gif[/IMG][/QUOTE]Insert each frame as a seperate texture and use an [url=http://zdoom.org/wiki/ANIMDEFS]ANIMDEFS lump[/url] to link them together into an animation. It's pretty easy to figure out.
[QUOTE=TheRealRudy;47839717]I've never ever worked with lumps, but is it possible to insert a lump in a PK3 file, as that's the file I use for my level replacement thingy.[/QUOTE]PK3s are just zip files. ANIMDEFS is just a text file, like MAPINFO or DECORATE.
New set of Devastator animations, uses an additional frame that was edited from
[url]http://forums.duke4.net/topic/5262-resources-community-stockpile/[/url]
(Devastator Dryfire)
[img]http://i.imgur.com/qxmCD2L.gif[/img]
I know its just looks like the normal Devastator animations from Duke3D but that is the point, remaking them for Doom.
To my knowledge, yes; but if you're butt-crazy like me you'll go full OCD aspie and be really organized.
[img_thumb]http://i.imgur.com/9vecbIb.png[/img_thumb]
[editline]30th May 2015[/editline]
I use the DECORATE to just have global things and declaring something to exist, like
#include "Actors/Weapons/Rocket Launcher/RocketLauncher_Decorate"
this means that the decorate included there is part of my project at run-time in zdoom.
[QUOTE=Xubs;47837751]the custom maps for Quake 1 are absolutely astounding detail-wise, I just really loathe the Quake community's focus on singular, very well-done maps compared to Doom's focus on megawads. Quake has its fair share of megawad-like full map packs but it's not the focus of a lot of mod development and they're rare, especially these days.
I just like being able to download a full map set and treating it like a huge, single expansion pack/new game. Rather than, you know, downloading a bunch of super-focused singular maps.[/QUOTE]
To be fair, while Quake allows you to have all kinds of shapes and better lighting, the way you prototype for gameplay is kinda slow. In Doom you just lay down the sectors and things, hit the play button and the game starts instantly. In Quake to have a single room you have to put 6 brush into the map carefuly, because if you have leaks then you won't have lighting and the map will run slower. Once you are done with the layout, you click compile. The compilation goes through 3 different programs (qbsp qvis qrad), and qrad can take a lot of time if your map is big. And then you can try out the map. The worst is you can't know how the lighting will look, because you have to compile it first, start the game, change lights, compile some more, start the game...
As you can see, it takes some more patience working with Quake tools and they require a bit more skills compared to Doom. However the results can be astonishing. But the entry level to developing Doom maps is quite lower, thus more people are willing to create more and more. And Doom runs a lot better than Quake if you have a crap pc. It's easly avaible for everyone.
The Devastator is an awesome weapon.
[QUOTE=GHOST!!!!;47841132]The Devastator is an awesome weapon.[/QUOTE]
You don't know the stupid shit I got planned but it will be good
[editline]30th May 2015[/editline]
[QUOTE=ichiman94;47840687]To be fair, while Quake allows you to have all kinds of shapes and better lighting, the way you prototype for gameplay is kinda slow. In Doom you just lay down the sectors and things, hit the play button and the game starts instantly. In Quake to have a single room you have to put 6 brush into the map carefuly, because if you have leaks then you won't have lighting and the map will run slower. Once you are done with the layout, you click compile. The compilation goes through 3 different programs (qbsp qvis qrad), and qrad can take a lot of time if your map is big. And then you can try out the map. The worst is you can't know how the lighting will look, because you have to compile it first, start the game, change lights, compile some more, start the game...
As you can see, it takes some more patience working with Quake tools and they require a bit more skills compared to Doom. However the results can be astonishing. But the entry level to developing Doom maps is quite lower, thus more people are willing to create more and more. And Doom runs a lot better than Quake if you have a crap pc. It's easly avaible for everyone.[/QUOTE]
[I]I want to preface this by saying that I don't really map for Quake but I do occasionally for Goldsource, which is basically a badass Quake.[/I]
I think a lot of this is true but also very milage may vary, it depends on your map size, complexity, your compiling tools. Even just mapping itself depends on how complex you make it and the tools you are using. I am pretty sure Hammer works for Quake and I know there is some really nice tools meant specifically for Quake as well. It also goes into workflow too, why are you compiling lighting? Design your layout and level first!
Beyond that, its really not as laborious as you state, 6 sides is all a room needs. Floor, Ceiling, and the 4 sides. They just need to connect, that is all.
Arguably this process can be smoothed out by
A) making a layout first in a drawing
B) just doing the floor first and mapping out the flat layout
C) just getting a basic room going and then connecting it as you progress
It is more complex, but I feel its fair, we are jumping into a more complex engine and game, and I feel the tools are up to the task to feel equally as workable. It just means that you need to work a bit differently, think a bit differently and using those prior ABC tactics before, find out a workflow and logicflow that works for you. Its easier to just make a bunch of sectors in Doom and make rooms from that layout, but with a 3D Engine, its smarter to actually draw a proper overhead layout and design some simple concepts and THEN design the map, imo. As while putting a room together is simple, it will go far smoother by doing this.
But fuck it, for all I know, Quake mapping is shit and I'm wrong. I haven't done a lot of it.
Beyond laying-on-the-ground sprites, what are the differences between the Build Engine and Zdoom/GZdoom currently, because Zdoom just flat out seems to be a better version of Build engine, and especially so once Doomscript is added on.
I do hope Doomscript will be able to be used for monsters, it'd be sooo nice to have monsters with a greater variety of things they can do.
since when did OBLIGE have quake support? whoa
I don't really know, they are similar engines but with fundamental differences. (IDTech vs BUILD)
but in all honesty, from what I know, You're better off just using G/ZDoom. Blood's version of BUILD is more advanced than Duke, but we're talking about a 1995-1996 engine vs a 1993 one that has been modified up to now and still is being modified. I am sure, simply by their core design, Blood's Build might able to do one or two more things, but honestly at this point I'd just use GZDoom.
Besides, its version of the source code nor its own game code was ever released so it is a moot point. Duke's BUILD is pretty much surpassed by what G/ZDoom can do and Shadow Warrior's just barely meeks out a few unique features.
Hey, look, its an update!
[video=youtube;4JN5tlN8aeg]https://www.youtube.com/watch?v=4JN5tlN8aeg[/video]
Devastator, Rocket Launcher, and the Ripper with improved animation.
[QUOTE=doommarine23;47841152][I]I want to preface this by saying that I don't really map for Quake but I do occasionally for Goldsource, which is basically a badass Quake.[/I]
I think a lot of this is true but also very milage may vary, it depends on your map size, complexity, your compiling tools. Even just mapping itself depends on how complex you make it and the tools you are using. I am pretty sure Hammer works for Quake and I know there is some really nice tools meant specifically for Quake as well. It also goes into workflow too, why are you compiling lighting? Design your layout and level first!
-snip-
But fuck it, for all I know, Quake mapping is shit and I'm wrong. I haven't done a lot of it.[/QUOTE]
Yes, you can have [url=http://quakeone.com/qadapter/]Hammer for Quake[/url], and pretty much everything you know about Goldsource also aplies to Quake. There's also a cool project about improving qrad to produce better lighting (at func_msgboard forum).
(Planning is implied. Yes it requires a different mindset for mapping in Quake. (Yes, I have mapped for both.) However my point was that you need to be patient about the workflow, that's all.)
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