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/vr/ - Retro Games

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>> No.1609827 [View]
File: 1.90 MB, 1920x1080, Screenshot_Doom_20130505_133158.png [View same] [iqdb] [saucenao] [google]
1609827

>>1609813
Whoops, replied to your old post before I saw this one.
The bloom thing is just a couple of files you put in the same folder as gzdoom.exe (or any other opengl executable), so there's no control over it from in-game. You have to tweak a config file with lots of trial and error to make it look anywhere near good.
>https://code.google.com/p/qeffects-gl/

>> No.1609817 [View]
File: 2.33 MB, 1920x1080, Screenshot_Doom_20131113_225603.png [View same] [iqdb] [saucenao] [google]
1609817

>>1609487
You have to use it on the entire map. If you tweak it *just right* it should be fine though. Especially if you exercise very good judgment with light levels and textures.

>> No.1609808 [View]

>>1609697
Doom has better singleplayer, is easier to mod, and ages better than quake.

Quake had some of the best multiplayer of any fps ever though.

>> No.1609805 [View]

Asking again in the faint hope that someone knows:

Why don't HudMessages display in truecolor under gzdoom while all sprites and textures do for me?

>> No.1604661 [View]

Going back to an old problem, why aren't my HudMessages in true color with functional png alpha levels in gzdoom? I mean, it works for sprites and textures.

>> No.1604491 [View]

>>1604473
It's 100% ACS.

>> No.1604286 [View]

>>1604202
Yeah, I've long since removed the skybox architecture; the pic is over a year old.

I'm considering making a projects thread over at zdoom forums for just the adventure game interface/"engine". Gonna name it "Scoom" :3

>> No.1604064 [View]

>>1604049
Thanks. Slight bloom does a lot for light realism.
>>1604052
Yes, but right now you have to scroll through them with the mouse wheel. Unless you're looking right at an appropriate actor, you'll only get "there's nothing to see/open/etc here".

I get on with making them clickable right now.

>> No.1604040 [View]
File: 1.35 MB, 1920x1080, Screenshot_Doom_20130512_173346.jpg [View same] [iqdb] [saucenao] [google]
1604040

>>1604034
An old school point-and-click adventure game. No combat, just problem solving and exploration and shit.

Don't mind the room, it's just for testing.

>> No.1604029 [View]
File: 707 KB, 1060x596, gzdoom 2014-05-07 16-13-46-55.webm [View same] [iqdb] [saucenao] [google]
1604029

FUCK
YES

>> No.1604010 [View]

I fucking hate how fixed point values work in HudMessage.

>> No.1603835 [View]

>>1603821
>>1603823
It's very unlikely I'll ever release an actual game of any length, but I strive to make my code as easy as possible to work with for someone else so I can just share it.

>>1603826
The Big (fucking gun)

>> No.1603820 [View]
File: 522 KB, 960x540, gzdoom 2014-05-07 12-58-01-87.webm [View same] [iqdb] [saucenao] [google]
1603820

It works, but it reads mouse input very awkwardly.

>> No.1601940 [View]

Are there any ACS-wizards here?

>> No.1599302 [View]
File: 343 KB, 576x324, Screenshot_Doom_20140505_223823.png [View same] [iqdb] [saucenao] [google]
1599302

Hell yeah niggas. All the groundwork for the inventory system is officially functional. Flipping those switches simulates picking up usable items, which are added to your scrolling inventory window in the right corner. They'll be icons instead of just ID numbers of course.

>> No.1596816 [View]
File: 7 KB, 398x246, script.png [View same] [iqdb] [saucenao] [google]
1596816

I think I'll be going active again.

Could someone better at coding than me tell me why "clearslotlist" executes after the script terminates? I want my "slots" to retain their values until I run the script again.

>> No.1479594 [View]

>>1479591
Oh and I've a zx spectrum with a box full of games like attic attac, lunar jetman, knight lore, marsport and whatnot.

>> No.1479591 [View]

Quake 1, 2, and 3 in their original boxes. Had both expansions to Q1 too, but my dumbass father managed to throw them away.

>> No.1477548 [View]

>>1477506
Pardon my lacking eloquence, I'm not a native speaker. Renegade has worse gameplay, graphics, story, multiplayer and many other things things than many, many games before it. It's only redeeming feature is the C&C IP.

>> No.1477461 [View]

>>1477390
I played it online a fair bit. It was like a really shitty version of tribes. Renegade is, other than nostalgia, not a good game at all.

>> No.1423347 [View]

>>1423330
>I mean how can you make a good game in that style if you haven't even played a bunch to know what's good and bad about them?
I've played many and know what I like myself. But hearing the opinions of other's is obviously good - I may not be representative of the target audience myself.

>Don't do any bullshit that can end up with the player getting trapped / can't complete, no matter how obvious you think it is.
Yeah, that's a given. Though easier said than done. How do you feel about game over screens that force you to reload?

>Don't use completely retarded uses for items, also have a way to clean up items you won't be using any more to make sure people won't have to go though dozens of different items trying every little thing if they get stuck.
>or if there's other solutions make sure they're all correct.
Not quite following you here.
>>1423345
Damn, both your arguments make sense. Not sure what to think here. Perhaps a compromise?

>> No.1423294 [View]

Hey, can I hijack this a bit?
I'm developing a point-and-click game myself, and I'm curious what kind of puzzles/cliches/ gameplay elements I should have or stay clear of?

>> No.1364984 [View]
File: 10 KB, 400x137, Pribor-3B+meroka+assault+rifle.jpg [View same] [iqdb] [saucenao] [google]
1364984

>>1364978
That saiga is 110% utilitarian though. But I get what you mean, the more boxy, industrial and mass-produced military look.

Like an oversize version of this? That's pretty 40k.

>> No.1364973 [View]
File: 142 KB, 801x524, 1390777097422.jpg [View same] [iqdb] [saucenao] [google]
1364973

>>1364950
I don't think tacticool shotguns fit that well in doom. Prefer the sexy and brutal but still modern kind like this:

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