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YukiRaven

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Everything posted by YukiRaven

  1. YukiRaven

    Personal Wads.

    The link to download Umbra of Fate is currently down for this one, wait 1 week :-P
  2. 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.
  3. YukiRaven

    Unpopular maps you enjoy

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

    What are you listening to?

    This song never gets old.
  5. YukiRaven

    Share a random fact about yourself

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

    Post Your (Other) Video Game Screenshots Here

    @Teder glad you liked them! Here, have another:
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. I'd say either Freaky Panties or the final area of Umbra of Fate.
  13. So if anyone wants to join my discord...

     

    https://discord.gg/EKSRpGW

     

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

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

    Anybody want some extra body parts?

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

    Bombs Away- a just-for-fun map

    "Thank you for your patience. Have a great day." XD That was quite fun! I can see a lot of potential in this visual style. A few places were challenging since I either ran out of ammo or was really low on health, which added to the tenseness of the map in a good way. I would include a few extra rockets behind the green door and before the end, but that's just me. I also found cell ammo, but no plasma gun or BFG... did I miss it?
  17. YukiRaven

    Old farts club

    Turning 35 in December. Still mentally a 12 year old. On a good day, that is.
  18. YukiRaven

    Bombs Away- a just-for-fun map

    Cool! I'll check this out later today.
  19. YukiRaven

    [Release] Freaky Panties

    Quick Overview: Singleplayer only This is for GZDoom 3.4.x or higher (a few versions earlier might work as well) This uses Doom2.wad for the IWAD You must include brightmaps.pk3 and lights.pk3, both of which come with GZDoom dmflags/dmflags2 are both expected to be set to 0 Mouselook is required. The hardware renderer is required. So be sure to enable dynamic lights and high resolution textures. Enabling bloom and/or Shadowmaps is encouraged, but not necessary. Additional mods are not supported Designed for a widescreen resolution (16:9, 16:10, etc) of at least 1280x720 Freaky Panties is an experimental level for GZDoom that adjusts itself to how well you play. If you're playing well, it will get a bit harder. If you start to die too often, it will scale back the difficulty automatically. Essentially I tried to make the map adjust itself without ever having to set a monster or item to only appear on certain difficulty settings. It's not a serious piece of work, just an experiment and a level that's hopefully sorta fun. Much of the difficulty adjustment deals with how much damage you take, also known as your damage factor, and how often you die. The default damage factor is 1.0, but if you start to die too often, it will drop quite a bit, depending on your health. Occasionally the level will try to gently increase the difficulty back up to keep things from getting too easy. Because of this, things might feel off at first until the level adjusts itself to you. Use of regular quicksaves/quickloads is encouraged and will NOT break the level. Use of the resurrect console command will also not break it. The level will autosave exactly once at the very beginning; this is normal and is required to make sure a few corner cases work right. If you don't have autosaves enabled, just be sure to save once yourself at the very beginning :^) There's a new option menu to enable some statistics output if you desire. I might cut this out and turn it into its own mod one of these days. The music was done by me and is under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International license. The title of the song is "Overdrive" if you're curious. Screenshots: Freaky Panties can be downloaded here: http://alexa.partition36.com/files/doom/fpanties.zip Or here on /idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/fpanties Readme file is here: http://alexa.partition36.com/files/doom/fpanties.txt My past releases (Umbra of Fate, Shadows of The Nightmare Realm, Extreme Terror, One Doomed Marine, and Temple of Azathoth) are all available here: http://alexa.partition36.com/doom/ Thanks to @leodoom85 for the Doom Comic image XD Enjoy!
  20. YukiRaven

    What is the closest you've been to death?

    About six years ago I had a very bad case of pneumonia. Not too horribly close, but it was made worse by the fact that my doctor's office didn't want to treat it as anything more than a cold, despite it getting worse and worse. Another doctor's office (and a few ER visits) eventually helped me out. I was sick for about a month straight. Afterward, when I finally saw my normal doctor again, he admitted I should have been hospitalized with how bad it was. Derp. I also got kinda close to attempting suicide twice.
  21. YukiRaven

    Beyond Hell

    How super of a server pc are we talking here? Beowulf cluster?
  22. YukiRaven

    what are you working on? I wanna see your wads.

    Lol, yeah, damn us! Actually, it probably was a joke that slipped past me since it was like 5am and I was just going to bed ^_^'
  23. YukiRaven

    what are you working on? I wanna see your wads.

    It's called a cloister ;)
  24. YukiRaven

    what are you working on? I wanna see your wads.

    They're not supposed to be. There's different ways to draw (and different meanings to associate with) a 5-pointed star.
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