CodeImp

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Everything posted by CodeImp

  1. Here is why plugins are cool! I could post this in the recent Deepsea news thread, but I'm not that cruel. I am working on a (G)ZDoom Editing Plugin for Doom Builder 2 which lets you edit some of the (G)ZDoom features directly in the editor (slopes, 3D floors, colored lighting, scaled/rotated/panned textures and flats and more) and the first bunch of features are already in. I am releasing this as BETA to see if I can get some feedback and bug reports. Please hold back on feature requests for now, I have a bunch of things that I'd still like to add, so don't worry about that. This video shows you what to do when you have the plugin and shows you a little bit of editing: DEMO VIDEO You can download the beta version here: http://svn.drdteam.org/doombuilder2/db2-r1412.zip You need to have the latest official version of Doom Builder 2 installed and just extract this over your Doom Builder 2 (overwrite it) and it will also give you the plugin. After following the instructions in the video, open the attached demo WAD (attached below) to see some of the UDMF features that the plugin has. gzdoomeditingdemo.zip
  2. Thanks. Links to the mentioned Doom Builder forks are on the website at the right top, by the way.
  3. Haha this is horrible to hear myself talking in slow english. I hope you find it a good show though.
  4. Thanks andrewj, and sorry to steal your topic for this (it was asked here so I thought I'd put something together). I have updated the plugin (again) with a fix that better shows the split areas. Because the area boundaries could overlap, it now also takes into account all the previous splits when drawing the visual representation of the "left" and "right" areas. http://www.doombuilder.com/plugins/nodesviewer.zip
  5. Samsung Galaxy S3.
  6. Fixed and uploaded, try downloading the plugin again. I also changed the display rendering a bit to increase performance (it was very poor for large maps).
  7. Here is a plugin that allows you to see subsectors, segs and splits (nodes) that the nodebuilder created: http://www.doombuilder.com/plugins/nodesviewer.zip Source code for the plugin is in the Doom Builder repository, or here.
  8. Or my nose, because it was maintained by me. I say "was" because it is a daunting task to keep track of all the news and updating the forever changing direct download links and version numbers and due to my involvement in other projects, these resource links didn't get the attention they deserve. I suggest getting rid of version numbers and direct download links. Link to the website of the 'product' where it can be downloaded instead. That way the list doesn't need to be updated for every new version of anything. This of course doesn't remove broken links automatically, so a list of those would still be useful ;)
  9. Wow that website is RED! I think I'm seeing everything else in cyan now. But still a very nice tool exl!
  10. To be frank, this thread does a better job showing you what GZDoom Builder is (even though it also has only 1 screenshot) http://forum.zdoom.org/viewtopic.php?f=3&t=32392 It is also the official thread maintained by MaxED, the maker of the GZDoom Builder branch.
  11. See this video that actually shows a bit of our game! Don't forget to set the quality to HD (720p). We are still in an early phase of our project (pre-alpha) which means we have a very long way to go, but a video like this is always good to show other people what we have and to align new team members in the right direction. Also Rex Claussen is on the team to do some level design. The maps in the video are missing a lot of detail (some walls are even solid color) have a lot of texture misalignments and placeholder materials. But this video is just to give an impression of our work so far. Also there is no in-game sound or music yet. Music excerpt borrowed from Total Recall and solely intended to give an impression. This will all be done right later on. Oh and the maps are made with a modified Doom Builder ;) This game is on IndieDB here http://www.indiedb.com/games/rampagem and the website is http://www.rampagem.com/
  12. But, this isn't something we need to make money off. Also, on a mobile device we are much more limited (memory, performance, graphical effects, etc).
  13. No, this is PC only.
  14. Hellbent was really a school project, but fun and educational nonetheless. I could have made a proper game out of it maybe, but at the time didn't have knowledge, experience and skill set to make it anything like Rampage M. I have played both, but just to get a sense of what game it is, I don't know them is detail to tell you exactly what the differences are. They are the same genre, same type of game, but we are just going to do it the way we would like to see it, not copying any of these. And if some things happen to be the same then so be it, but chances that the whole game will be identical to any other are slim.
  15. Yes, I'm definitely still going to try shadows for the flashlight. But these are one of the most costly things to do (performance wise) so I'm not entire sure yet if it will be in there.
  16. No there won't be modding features (not officially though). I have considered it, but it already takes us a _lot_ of time to make this game (since most of us work fulltime and just work on this project in spare time) and making everything userfriendly enough to allow mods takes even more time. Maybe at some point it will go open source, or I will release just the level editor. We do keep an option open for expansion packs. If for some odd reason the game gets popular, we can at least make extras to play. PRIMEVAL: Thanks. We're really not ready to get into music just yet, but I'll save your links for us to check out later.
  17. You can always make a screenshot of anything on your screen with the PRINTSCREEN key. Often next to Scrollock or Pause/Break key at the right top of your keyboard. It will save the whole screen image in memory (clipboard) so you must then paste it in an image editing program (such as MSPaint, Paint.NET, Photoshop or Photopaint, whatever you prefer) so that you can save it as a file. There is no shortcut for this in DB2 because no application needs special functionality for this. It is a system key and Windows will do this for you in every application that you're using.
  18. The GZDoom plugin is a bit outdated and no longer maintained. For those who are still using it, you may be interested in using MaxED's GZDoom Builder: http://forum.zdoom.org/viewtopic.php?f=3&t=32392
  19. Doom Builder 1 wasn't made for Windows 7. You may get it to work, or partly, but that is no guarantee that it will work well. If you desperately want to stick to DB1, then I recommend you to try using it on Windows 98 or 2000 in a virtual machine (such as VirtualPC).
  20. No. Don't do this, because the SlimDX version on their website could be different from the one DB2 is using and that won't work.
  21. I didn't say it is a registered trademark ;) But yea, you could see it as a brand name I guess.
  22. Looks like a valid bug (if you have a clean installation and didn't change any files you shouldn't change) you should post it here. And what Kappes Buur said, logs are sometimes useful too, so always include them.
  23. My username here is actually my trademark. Which is a combination of my profession (Software Engineering: the fancy version of 'writing code') and a reference to the Doom Imp, because I like Doom. Maybe I shouldn't have used my trademark as my username, because now I find it a bit odd. I more often go by the nickname 'klapstoelpiloot', which is just a funny combination of dutch words. The direct translation is 'foldable chair pilot' and doesn't sound that good in english.
  24. SourceForge (SVN & website) is horribly, horribly, slow. Always has been slow since I have been using it (years). I will likely not use it again for an open-source product. For a closed-source that I am working on now I use a server in the Netherlands for SVN and it updates/commits in a second! (unless there is more than a few MB to transfer of course) Now I understand that further away communication is always slower, but THAT slow as SourceForge is, that must be hosted on Mars or further away for it to be an excuse. More on topic: Congratulations on this progress! Nice to see that.
  25. All these are no issues IMO. Memory is not an issue today and (as has been said) the UDMF format (compressed or not) is streamable in case you want to save memory. What does need discussion (IMO) is the Strife support. If this is only some field additions (which Quasar mentioned above) then I don't see the issue. And I definitely don't see why I would have ever been against it (what Quasar said). Link the post where I said that so I can back it up with reason, because I doubt I would be against something without any decent reasoning. What I am quilty of is the lack of preserving the unknown "block headers"... Doom Builder doesn't keep any information outside the 'big five' (but note that it DOES preserve all unknown fields inside the big five blocks even when it doesn't know what the fields are, these appear in the 'Custom field' in the user interface). I have noted this and I think I should some day make a solution to keep all unknown blocks to write them back when saving. This is the UDMF guideline and it makes perfectly sense, so yea, noted.