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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

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>> No.6500294 [View]

>>6500291
my best bet is that I will get a [No] for this

>> No.6500291 [View]
File: 2.76 MB, 1920x1080, 2020-06-07_12-05-17_1.webm [View same] [iqdb] [saucenao] [google]
6500291

>>6498318
bit late to the party but I just got bored and added some stupid-ass dumb new feature to LineTrace that I doubt anyone will ever use. You can now shoot yourself through portals.

>> No.6495332 [View]

>>6489823
>marty mcfly
ah, that one diva from the reshade/enb community, funny to see he's still around.

>> No.6482371 [View]

>>6482365
ok I should read posts completely before replying.

The game is basically a fetch quest for five macguffins (not the actual npc with that name). You can blaze through it in a single day if you don't care about 100%ing stuff.

>> No.6482365 [View]

>>6482364
It's relatively short, but some of the maps are real damn mazey, so unless you actually know the layout they'll become major timesinks.

>> No.6482254 [View]

>>6481908
Finally some love for Strife

>> No.6482249 [View]

>>6481195
Because Zandronum still uses SDL1, and SDL1 is a piece of shit when it comes to multimonitor support.

>> No.6479781 [View]

>>6479780
>I like the little Digital Extremes label on it
That's because I used the original texture, unedited.

>> No.6479765 [View]

>>6479764
I have tried backporting them myself, but the process reminded me of why I stopped modding those games.

In terms of effort needed: a lot, especially if you want them to work in multiplayer, because you have to roll out your own netcode.

The closest thing to this stuff being reimplemented would be whatever's in Unreal PSX (though I have to admit Leo and friends are severely incompetent in how they did it).

>> No.6479742 [View]

>>6479740
:^)

>> No.6479731 [View]

>>6479730
It's a shotgun.

>> No.6479728 [View]
File: 2.98 MB, 960x540, section_one_point_seven.webm [View same] [iqdb] [saucenao] [google]
6479728

Guess since it's Saturday...

Finally working on this damn thing people kept creaming themselves over.

>> No.6475569 [View]

>>6474715
"Advanced" chasecam I wrote for LTG, but standalone: https://marisakirisa.me/tmp/chasecam_m.pk3

Still needs improvement, but works. I just need to wrestle Graf for that P_AimCamera scriptification.

>> No.6451571 [View]

>>6450506
because the damage knockback for flying enemies is completely fucked in zdoom and it's probably randi's fault.

>> No.6431465 [View]
File: 454 KB, 600x536, 043.png [View same] [iqdb] [saucenao] [google]
6431465

>>6429446
>this will need to wait until the engine gets updated to match GZDoom's capabilities

>> No.6407921 [View]
File: 107 KB, 1210x1016, 1466321667214.png [View same] [iqdb] [saucenao] [google]
6407921

>>6407918
It's ammo based on pic related.

>> No.6407880 [View]

>>6407863
>talking about animated models
>"hurr ackchually for my static models..."
how hard did you get dropped as a child, anon?

>> No.6407818 [View]
File: 2.78 MB, 841x857, why.webm [View same] [iqdb] [saucenao] [google]
6407818

>>6407808
sure, I've written tools for it, but it still doesn't make it any less hellish to work with.

>> No.6407794 [View]

>>6407762
you still need sprites to assign each frame of model animation to, and trust me, it's not pretty when you've got weapons with 800 frames or more (because if you want to swap textures and whatnot you have to make a duplicate of the whole thing with different skins assigned in modeldef).

>> No.6398071 [View]

>>6398047
it's in the name, anon

>> No.6392464 [View]

>>6391038
post ass

>> No.6387789 [View]

>>6387786
'cuz it's easy

>> No.6387785 [View]
File: 1.80 MB, 1920x1080, Screenshot_Doom_20200427_170154.png [View same] [iqdb] [saucenao] [google]
6387785

>>6387347
No I didn't.

>> No.6381124 [View]

>>6380932
Yeah, that font is absolutely atrocious. No wonder that doggo could barely read it.

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