the iron hitman Posted April 17, 2009 Hey all. This is my current project at the moment for GzDoom, called "Nightmare Reality" (yes, the name is pretty lame). Here's some screenies: This room is further into the map (yes, you can access that upper floor :) :- http://img17.imageshack.us/my.php?image=screenshotdoom200904171.png Boss battle sector (you'll hate me for this one, but the boss is a suprise, detailing unfinished) :- http://img17.imageshack.us/my.php?image=screenshotdoom200904171d.png A random wide corridor (quite close to the beginning) :- http://img17.imageshack.us/my.php?image=screenshotdoom200904171o.png Overall, this map is only around 30% done, with the current statistics being: 4890 linedefs 3809 vertices 8342 sidedefs 1135 sectors 436 things NOTE: These textures are from resource wads and full credit is given to the authors of the "2mbrown.wad" and I believe the other was the Quake resource pack (long time since I acquired those textures). Once again, the textures have NOT been created by me, no credit for these textures goes to me whatsoever, same goes for the Egosmasher, along with the custom monsters (which are from realm667). So ALL credit goes to the original authors of these! Hope you like the screenies guys :) Beta release possibly could be within the next few weeks (or if you must, PM me for it). 0 Share this post Link to post
the iron hitman Posted April 18, 2009 Sorry for double post, but I now have a bit of a dilemma. I want to know how to implement the use of dynamic lighting in all objects (particularly projectiles like fireballs etc). Anyone know how this can be pulled off? 0 Share this post Link to post
Dreadopp Posted April 18, 2009 Looks pretty interesting. I like the details so far. :) the iron hitman said:I want to know how to implement the use of dynamic lighting in all objects (particularly projectiles like fireballs etc). Anyone know how this can be pulled off? Have you taken a look at GLDEFS? 0 Share this post Link to post
the iron hitman Posted April 18, 2009 Dreadopp said:Looks pretty interesting. I like the details so far. :) Have you taken a look at GLDEFS? Nope, I'll have a look at that :) Thanks. 0 Share this post Link to post
Gez Posted April 18, 2009 GZDoom features two extra pk3 files -- lights.pk3 and brightmaps.pk3. All standard Doom/Heretic/Hexen/Strife items have their GLDefs, when appropriate, in lights.pk3. You can copy the doomdefs lump from it into your wad if you want, and then add more definitions for your custom actors using the wealth of examples in doomdefs. Also, most if not all "Beastiary" monsters have their gldefs already made. 0 Share this post Link to post
the iron hitman Posted April 18, 2009 Gez said:GZDoom features two extra pk3 files -- lights.pk3 and brightmaps.pk3. All standard Doom/Heretic/Hexen/Strife items have their GLDefs, when appropriate, in lights.pk3. You can copy the doomdefs lump from it into your wad if you want, and then add more definitions for your custom actors using the wealth of examples in doomdefs. I didn't think it'd be acceptable to copy/paste the codes from these into my wad (I thought I might have got flamed for stealing/copyrighting). But if it's allowed then I might do that and save me some time :) By the way, hope you guys like the screenshots :) New ones coming soon! 0 Share this post Link to post
Gez Posted April 18, 2009 The "default" actors (from lights.pk3) are just for consistency: if someone forgot to load lights.pk3 when playing the mod (since GZDoom doesn't autoload it), then only the new actors would have lights, and it would be annoying. The actors from the "Beastiary" are resources, so every part of them (including the sndinfo and gldefs) are meant to be used and reused as desired. 0 Share this post Link to post
the iron hitman Posted April 18, 2009 Gez said:The "default" actors (from lights.pk3) are just for consistency: if someone forgot to load lights.pk3 when playing the mod (since GZDoom doesn't autoload it), then only the new actors would have lights, and it would be annoying. The actors from the "Beastiary" are resources, so every part of them (including the sndinfo and gldefs) are meant to be used and reused as desired. Oh I see, thanks Gez :) 0 Share this post Link to post
the iron hitman Posted April 19, 2009 Sorry for double post again, but would anyone like to playtest what I have so far? Thanks in advance :) 0 Share this post Link to post
Dreadopp Posted April 19, 2009 I could give it a whirl if you don't mind. :) 0 Share this post Link to post
the iron hitman Posted April 19, 2009 Dreadopp said:I could give it a whirl if you don't mind. :) Patrick Pineda said:Shoot me a PM I sent you guys both a PM. 0 Share this post Link to post