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Everything posted by Nash
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DISDAIN - a brand new Quake-inspired FPS (DEMO OUT NOW ON STEAM)
Nash replied to Nash's topic in Total Conversions & Full Games
The moving platform is using the most excellent 3D Platform Actor library by @FishyClockwork ! -
DISDAIN - a brand new Quake-inspired FPS (DEMO OUT NOW ON STEAM)
Nash replied to Nash's topic in Total Conversions & Full Games
Demo is now out on Steam! -
How to get started if I'd ever wish to make a standalone GZDoom engine game?
Nash replied to Sonikkumania's topic in Doom Editing Help
Definitely open up the files of already-released mods to see how things are done under the hood. Just be sure to get proper permissions from authors if you end up using something from said mods, in your final game. Good luck! It'll be a long but very satisfying journey :D -
DISDAIN - a brand new Quake-inspired FPS (DEMO OUT NOW ON STEAM)
Nash replied to Nash's topic in Total Conversions & Full Games
You must have either heard wrong, or I didn't communicate myself clearly, or misinterpreted (certainly a possibility, being a non-native-English-speaker). But no, Edward has nothing to do with this project. X) (I meaaaaaan... teeeeeeechnically he did work on the ZDoom netcode after all, several years back, and the code is still in there and being used today, so I suppose he can be credited for that. :P But what I mean is, no, he has nothing to do with Disdain directly) -
DISDAIN - a brand new Quake-inspired FPS (DEMO OUT NOW ON STEAM)
Nash replied to Nash's topic in Total Conversions & Full Games
(Start at 2:50) We played a bit of deathmatch. It (mostly) works. :P -
DISDAIN - a brand new Quake-inspired FPS (DEMO OUT NOW ON STEAM)
Nash replied to Nash's topic in Total Conversions & Full Games
- Disdain, being GZDoom-based, guarantees easy moddability day one. Infinite content and replayability is secured. - Has coop and deathmatch day one (also because of GZDoom heritage). Multiplayer isn't tacked on as an after-thought; great care was taken to ensure everything is MP compatible (even since last year when it was Quake Clone in 10 Days). - I have my own flourishes (special FX, visuals, sounds etc) that is different from the other game. - My models are a bit higher poly than the other. The two games are different enough in aesthetics and feel. Yes, both are inspired by Quake, but both are also doing things very differently. -
DISDAIN - a brand new Quake-inspired FPS (DEMO OUT NOW ON STEAM)
Nash replied to Nash's topic in Total Conversions & Full Games
[reserved] -
DOWNLOAD: INTRO I've always enjoyed watching those "I Made [Insert Game] Clone in [Insert Some Absurdly Short Time]" videos that are all over Youtube. Feeling inspired, I decided, "hey, I wanna make a Quake clone in 10 days!". ELDERJAM "ElderJam" is a working title I gave to the project (I needed to name it something, after all). It's a nod to HP Lovecraft. This game was mostly built solo, in 10 days. It was a fun challenge. Some resources and assets were borrowed during the creation process; see CREDITS.txt for full details. FUTURE? Will ElderJam become a full game? I don't know. I'm currently busy working on another actual game (Darkadia, a first person survival horror game running on the GZDoom engine). After Darkadia ships - and if there's enough demand for it - I'd definitely be open to the idea of making ElderJam an actual, complete game. SUPPORT ME! If you enjoy ElderJam, and want to further support my game development activities, consider subscribing to my Patreon! Also consider pay-what-you-want on the ElderJam OST Bandcamp, or just help spread the word about my creations! Thanks! <3 LINKS
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The release date is just a joke/placeholder (kind of like what Selaco is doing with its 2255 release date - except mine isn't that extreme :P) The release date will be updated as soon as I can get a solid estimate of how much development time I actually need... Thank you for the wish list! The free demo should come out very, very, very soon (keep your eyes peeled)!
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REALMS DEEP 2022 HYPE! We're gonna party in a game of DISDAINMATCH on SEPTEMBER 17 8:00 AM PT. Get an early look at Disdain (AKA Quake Clone in 10 Days). Don't miss this! Stream waiting room: https://www.youtube.com/watch?v=T_bAUvV3Awg WISHLIST DISDAIN: https://store.steampowered.com/app/2113270/DISDAIN/
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If Aliens came to a Future Earth, what CUSTOM Doom wad should be the only evidence Humans existed?
Nash replied to Klaesick's topic in Doom General Discussion
lilith.pk3 -
I hope to release the NashGore update before this year ends. :D
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DISDAIN ANNOUNCEMENT TRAILER COMING TO REALMS DEEP 2022 SEPTEMBER 16
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Also, we talked about this on my livestream prior to the mod's release, but with regards to objects (decorations) facing the wrong way - this will be addressed with a future update to Voxel Doom - GZDoom has a "LevelPostProcessor" system which Build engine fans know as "map hacks" - these are just ZScript files that allow one to modify the original IWAD levels without actually distributing edited .WADs. We (as in, me and Cheello, or perhaps even external contributors) would have to go through every single map in UDB, take note of the Thing Number to fix, then copy/paste a few short lines of code to fix the Thing's facing angle. It'll be a long manual process, we'll probably start talking more about it when we actually start doing it - currently we're both busy elsewhere...
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This has to be addressed by GZDoom, which I already have, as of 24 days ago ( https://github.com/ZDoom/gzdoom/commit/351a4c9a5af6bb80f98c1a5cc8cb1c85cd435e1c ), unfortunately Voxel Doom has to target the current official release of GZDoom which is 4.8.2, so the rocket pitch fix didn't make it in. Goes without saying but this will no longer be a problem when the next version of both GZDoom and Voxel Doom releases
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A reminder to anyone who's seeing flat voxel models - you are most likely on AMD hardware, have not updated your AMD driver and am using the OpenGL backend. You can either: 1) Switch to Vulkan 2) Update your AMD driver This is a very well-known issue.
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Why does the Ultimate Doom IWAD have the FCAN sprites (with messed up offsets)? Is this some development junk?
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Wow, thank you for recording this! I enjoyed your commentary. :D To respond to some of the things you brought up in the video - Difficulty levels have already been implemented in Disdain, too. Difficulty only affects: enemy damage, and enemy AI (they're slightly less responsive in easier modes, and they will not perform certain attacks until you select Hard or Nightmare). I decided to keep enemy count consistent across all difficulties so that players who play on easier modes won't miss out on the body count. Oh, and in Nightmare mode especially - enemies don't hurt each and won't infight. And they're fast. A true nightmare. :P - As you can clearly see, I am no level designer. Therefore, for Disdain, I will be hiring a couple of dedicated mappers. So I will be creating the base game mechanics and assets, while a few others will take care of mapping! Those 3 maps from ElderJam will go away, and be replaced by all-new levels. - I saw you jump to your death in the end. :P You'll be glad to know that Disdain has very good air control, you can influence your jump direction while in mid-air, just like in Quake. Appreciate the video, and yes, it's encouraging indeed. :)
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The more you kill, the bloodier you will get...
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Thinking of creative ways to make the lights interact with solid geometry and create interesting shadow forms is such a fun thing to experience. (WIP map by NachtIntellect)
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Time for some new images! This is a WIP DM map made by NachtIntellect
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Why did it take so long for certain "recent" features to be implemented?
Nash replied to rzh's topic in Doom General Discussion
Specifically answering the bit about widescreen graphics - the feature to render widescreen images properly was only added into GZDoom around March 2020. As soon as the feature made it into the then-in-development codebase, I started drawing the extended artwork right away... initially motivated by just wanting to test the feature. In theory - always wanted to do it (people have asked for the feature for several years prior), but actually only got around to do it as soon as GZDoom supported it. When I started it, I didn't imagine that one year+ later, I would end up solo'ing the extension effort for 7 games with wildly differing art styles... =P -
What do you think about this "Chocolate DOOM"?
Nash replied to garu32's topic in Doom General Discussion
- And... this... "Chocolate Doom". The humans... they enjoy eating it? - Yes, they do. - Very well. I shall enjoy eating this... "Chocolate Doom"... as well. -
Hi Emile, got a quick question: how do I find out which GZDoom commit exactly is GZDoomDev built on at any given time? For example, at the time of this post, both the console and the INI report "GZDoom 4.7pre" which doesn't tell me much. XD
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Some clarification: For GZDoom, the Doom status bar was specifically (and deliberately) not given a widescreen extension because, to my eyes, the status bar already ends "cleanly"; there's some 3D beveling right at the edges, instead of being abrupt cut-offs like the other games. Moreover, I felt like, adding an extension to the sides of the Doom status bar kind of makes it look like there's supposed to be information laid on top of them, but they're empty. Much respect to other artists of other ports who have extended it, but from my personal artist POV, I saw it unnecessary. As others have pointed out, if you really want a widescreen status bar, you can take them out of the Unity port.