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Indecom4000

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About Indecom4000

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  1. Indecom4000

    DopeFish: WadLoader for GameMaker Studio 2

    Hey guys, I have had some pretty major progress on this over the past few weeks so I went ahead and updated the original post to reflect the new changes. The biggest new addition to DopeFish has to be integration with GLBSP and GLvis for pretty incredibly performance gains. Frame rates now range about 200-300% over that of what I was getting when this topic was created. There's still much to do but if anybody is interested in supporting development, I've opened preorders through itch.io.
  2. Indecom4000

    DopeFish: WadLoader for GameMaker Studio 2

    That's super cool! I love seeing stuff like that in GM. Honestly that could be very useful for a project that I've got in the works.
  3. #BRANDING :P DopeFish is the only full GML Doom/Heretic map loading system for GMS2.3+ (so far as I'm aware) So what does DopeFish do? DF reads wad files straight from within your GameMaker project, and interprets the data that they contain, the textures, sprites, maps, and so on. It takes this data and constructs a 3D level and fills it with content, and quite efficiently. I decided to begin work on DF ages ago in the hopes that it would facilitate the creation of more 3D content in GameMaker by allowing developers to utilize a widely known format for their projects, using a whole host of battle tested tools. However, DF is not a source port, it's not beholden to the gameplay of the boomer shooters of yesteryore, you are not bound by creed to create only a doomlike clone using DF. Why not a third person action RPG, a racing game, a moody walking simulator? DF will ship with a handful of example levels and gameplay controllers to get you started on the way to crafting your own 3D game quickly and easily. UPDATE: Hey guys, updating this post as a lot of things have changed over the past few months. Work is still progressing on this when I have the time but I figured I'd share with you some of the juicy new additions to DF! *Feb - 15 - 2021 Improved Sprites Shader, now contains cylindrical billboard projection reducing the need to process billboards on the cpu DF now supports multidirectional sprites Improved performance by freezing vertex buffers for level geometry as they are static and have no further need for editing Initial implementation of GLVIS optimizations, the system will only render chunks of a level visible to the current camera resulting in FPS boosts of up to 300% Implemented built in wad processing. DF requires the presence of certain data types in a level to display them properly and efficiently, and will now add that missing data automatically, removing the need for the end user to process the files themselves. To Do For Release Add overrides for Things, Textures, and Sprites ( replace any texture in the map with your own, or replace any enemy with whichever object you choose ) Improve collision Implement multiple example game type controllers Decorate Support - define whole new enemies, objects, and so on straight from your wad editor of choice Mapdef, Animdef - define the environment of each map in your wad, and texture animations Possible Future Features: 3D floors (rooms over rooms) Sloped floors/ceilings Geometry Normals Dynamic Lighting/Shadows Screenshots: Videos:
  4. Indecom4000

    Any plans for Gzdoom PBR support for sprites?

    I feel that many of the people considering this are greatly over thinking everything to the point where nobody even bothers trying anything. Sure using a different billboard method might change the location of pixels in 3d space, but lighting accuracy at 100% is not always what's required to create compelling content.
  5. Indecom4000

    Any plans for Gzdoom PBR support for sprites?

    I'm not a regular developer of GZDoom, but I've recently got into modifying the source. One of the many things on my list of things to try and accomplish with it are allowing PBR/specular materials to work with sprites. I've figured out a way to hack this but only for player weapons. I'll be looking into getting this added sometime in the coming weeks. If you want to follow my progress with getting this working, along with many other new additions I have planned, check out this thread:
  6. Indecom4000

    WIP: Project Tremors

    Some more weapon and model tests:
  7. Indecom4000

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

    Making good progress with my custom build of GZDoom:
  8. Indecom4000

    WIP: Project Tremors

    I've just uploaded another video showcasing the lighting formulas in our custom build of GZDoom. Not only is it possible to toggle between classic and natural but you can also further modify the look of the lighting to suit your tastes using an attenuation coefficient to get the perfect look for your map: To give you a better look at what's been done, check out these before and after photos! Before: After:
  9. Indecom4000

    WIP: Project Tremors

    I'm planning to take a stab at adding some cool features, like volumetric lighting if I can figure out a decent way to do it :P
  10. Indecom4000

    WIP: Project Tremors

    Hey guys, uploaded a new video. Spent the last couple of days rewriting how GZDoom handles lights. Both at the shader level, and at the compile level. There's no longer a limit to how bright lights can be, and as you can tell in the video, the light falloff is quite smooth, much more appealing than standard linear attenuation which looks like total butt. Lights can be independently brighter than one another based on the RGB values you assign them in the map editor. RGB values over 255 are considered overbrights. This will allow you to define a super bright light by assigning RGB values of (25500,25500,25500) making it essentially 100 times brighter than previously possible.
  11. Indecom4000

    My first wad.

    Following rules is one thing but calling someone any kind of a whore is really uncalled for.
  12. Indecom4000

    Personal doom wads

    Working on removing the lighting glitches inherent in GZDoom when you use anything other than linear light distance falloff :P
  13. Indecom4000

    My first wad.

    Because toxic behavior reigns behind the veil of the computer screen. They would rather shut down a noob than offer any real help and watch them flourish, I'm afraid.
  14. Indecom4000

    WIP: Project Tremors

    Lol that's not an affect of the bloom, that's an effect of me testing a custom build of GZDoom that allows for insanely bright lights. Currently it's impossible to create lights that are what I would consider bright without making your own build of the engine. I'm also working on rewriting a different part of the lighting system to allow for more realistic spread of light. Still have some kinks to iron out as evident by these blacked out segments.
  15. Indecom4000

    WIP: Project Tremors

    Oh, that shotgun isn't going to be in the game. It was just a test for the technique I was developing. I plan to have purely fantasy and medieval weaponry :)
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