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YukiRaven

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About YukiRaven

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    Will DDR for food

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  1. YukiRaven

    Has PBR for Doom been a disappointment so far?

    I honestly wasn't that excited for PBR to begin with, except for a few very specific corner cases. I still feel the same way, if not more so.
  2. YukiRaven

    Unpopular maps you enjoy

    Tricks and Traps, The Factory, The Chasm, and Barrels of Fun from Doom 2.
  3. YukiRaven

    What are you listening to?

    This song never gets old.
  4. YukiRaven

    Share a random fact about yourself

    Despite loving spicy food, I can't stand wasabi. Yet I like daikon and radishes.
  5. YukiRaven

    Post Your (Other) Video Game Screenshots Here

    @Teder glad you liked them! Here, have another:
  6. YukiRaven

    Doom vs Quake, how many frames of animation for monsters?

    Quake 1's model format is MDL. It uses 10 key frames per second for animation, and can have 256 frames total. There's also a limit of 2048 triangles and 2000 verticies (1024 in GLQuake), and a skin size limit of 480x480 pixels. The animation is totally vertex based - there's no skeleton. Vanilla Quake looked jerky because there was no interpolation between key frames. Modern source ports usually have interpolated models, but this can be disabled ("nolerp" CVars and I think also a command line option). If you really want hard numbers on the number of frames used for a specific pose (remember, Quake didn't need poses for separate angles), just look at the QuakeC sources. The frames are listed there, for example the Ogre. There's another modern format called IQM that some Quake source ports implement. It has a lot more features, including skeletal animation. But AFAIK Quakespasm doesn't support it, so I've never messed with it or come across anything using it. Quake 2's MD2 models are pretty much the same, but with some raised limits. 4096 triangles, 2048 verticies, 512 frames, etc. The number of key frames is the same. The skin is stored separately, however. AFAIK, they were interpolated during rendering, but I've never messed with Quake 2 much so I can't say for sure. Videos of Quake 2 running on a Voodoo 2 seem to show interpolated animations. Some of the wobble you see, iirc, is due to the vertex coordinates being stored as a byte, so there just isn't a lot of precision there to begin with. Quake 3 is where things got a bit more interesting with the MD3 format, which could have a variable number of key frames. You could also chop up the model into different parts (like the head, torso, legs, whatever) and animate those separately. That's why Quake 3's player models could be running, look up, and you see the torso bend at the waist. These were vertex animated as well.
  7. YukiRaven

    Rule 666: If it exists, someone made it in Doom

    There needs to be Emacs done in Doom as well. That way I can program while I Doom.
  8. YukiRaven

    Rule 666: If it exists, someone made it in Doom

    > Fanfics involving the shipping of Godzilla and Mothra Not sure about this rule, 'cause I'm still waiting to see this in Doom.
  9. I wrote my own program that supports only UDMF maps a few weeks ago. Quite early in design, but as you can see, it already works well enough for basic use. I have no idea what StormCatcher used XD
  10. YukiRaven

    How do people lose the source code to their own game?

    This happened to a lot of my old source code from when I was younger. I'm sure it'll happen again, regardless of how well I take care of it now :-P Actually, this reminds me of a talk about the original Prince of Persia's source code.
  11. I'd say either Freaky Panties or the final area of Umbra of Fate.
  12. So if anyone wants to join my discord...

     

    https://discord.gg/EKSRpGW

     

    PM me your Discord name if it's different than on here.

  13. Definitely, I have a few friends I made in Japan who like it and still play it occasionally.
  14. YukiRaven

    Anybody want some extra body parts?

    1. Yes 2. Neverthought about it 3. I'm a furry, I have lots of ideas here
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