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

/vr/ - Retro Games

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>> No.1364931 [View]

>>1364909
That's amazing, who did that?

>> No.1361596 [View]

>>1361592
Phocas Island is amazing. It's really quite uncomparable to other games, but unreal + dark souls - most combat is perhaps an apt description? It has the same type of map interconnection and progression as DS.

>> No.1361591 [View]
File: 2.21 MB, 320x240, Sequence 01.gif [View same] [iqdb] [saucenao] [google]
1361591

>>1361583
>I don't know how to fiddle with fonts, I'm so green to all of this it's not even funny
I'm in the same boat. It just agitates me how everything looks like poop when it's stuck on the hud.

>Also is that supposed to be like an adventure game?
Yeah. Myst + Indiana jones and the fate of atlantis kinda. No violence or enemies.

>> No.1361581 [View]
File: 2.74 MB, 320x240, Sequence 01_2.gif [View same] [iqdb] [saucenao] [google]
1361581

>>1361572
>However I would -love- a unique GMOTA episode, maybe some day
I'm certain you could find someone who's interested in that if you just ask over at zdoom forums. I mean you have something to show yourself already for sure.
>health and armor in overheal,
Oh, that changes things. Cool.

Anyway, you wouldn't have any idea how to display custom hudmessage fonts in actual truecolor? If you look at my image up there, the wood panel and the parchment looks distorted and terrible. I have truecolor working for textures just FYI.

>> No.1361562 [View]
File: 2.17 MB, 1920x1080, 1390656599255.png [View same] [iqdb] [saucenao] [google]
1361562

>>1361536
That looks great, hud/pickups and all!

Would you consider making maps for the mod too? While seemingly a cool mutator, I think it deserves that.

Speaking of custom huds, I think I'm going resuming working on this since my hiatus :V

>> No.1361530 [View]

>>1361528
I'm a bit anal about consistency myself, so I'd do it that way. But you should make the unfilled area of the bar have a similar color to the border in either case. The health bar would be like a ruby that slides along a gold tray for example.

>> No.1361526 [View]
File: 333 B, 300x46, bar2.png [View same] [iqdb] [saucenao] [google]
1361526

>>1361523
better pic

>> No.1361523 [View]
File: 4 KB, 720x960, bar.png [View same] [iqdb] [saucenao] [google]
1361523

>>1361350
I'd settle on a dark gray or brass-like brown color for all those bar borders. Perhaps go for something like this (but shinier and nicer like yours) so the contrast makes them easier to read fast?

>> No.1359609 [View]

>>1359601
A tip: You can get excellent gun sounds from counter strike source weapon skins/sound packs.

>> No.1359591 [View]

>>1359552
It'd the same, minus the ejection port.

>> No.1359535 [View]
File: 11 KB, 465x308, cgvx.png [View same] [iqdb] [saucenao] [google]
1359535

>>1359534
zzz

>> No.1359534 [View]

>>1359528
>voxels

Speaking of which, I made this thing quite a while ago. Never released though.

>> No.1251106 [View]

>>1251101
Looks like a neat game, but not really what I'm after.
>>1251098
Brilliant, I didn't think of that. Really should get to playing it, loved TSE.

>> No.1251096 [View]

What games, modern or old, have gun handling that's more realistic than doom but still fun and a bit arcadey? I have this idea for a map, and I want to change things up a fair bit. I still want it to be fast though.

>> No.1239490 [View]
File: 2.74 MB, 320x240, Sequence 01_2.gif [View same] [iqdb] [saucenao] [google]
1239490

>>1239467
Hmm, that could possibly be solved by changing the back/invisible side of either line pointing towards the bridge's sector. I've never had water flood a 3dfloor in any of my maps, so I've never encountered it.

>> No.1239457 [View]

>>1239445
>The problem now though is the 3D bridges, how can I make the water appear both under and over them?
Just like with any other sector I believe. The water should rise through the bridge like anything else.

>Also, it's more a cosmetic point but the sidetexture of the bridge sectors goes missing, I suppose that cant be helped though, otherwise it will look fucked.
I'm not sure what that's about.

>> No.1239403 [View]

>>1239387
That's because your water sector has one single special:160 linedef that points to one place. You need to have lots and lots of walls in your water sector pointing to every place you want water to appear when the line is crossed.

>> No.1239350 [View]

>>1239305
>>1239319
Yep, there's your error. Connect your water sector to the sector next to it. Then add like 5 more vertices, so you can have more linespecial:160 on your water sector, each pointing to another sector you want to flood.

>> No.1239319 [View]

>>1239305
Dude

Does your water sector share a wall with the desired-height-dummy-sect? It has to.

>> No.1232565 [View]

>>1232552
>Really? I dont have to fuck about with extra sectors for every single sector the water rises over?
Nope. Any sector the dummy water sector has linedefs pointing to will be affected the same.
>But what about muh 3d bridges?
Well if you put set the ceiling of the dummy sector next to the water sector higher than the bridge, it will be submerged in water :P Otherwise it doesn't affect the water or it's height level or appearance.

>> No.1232521 [View]

>>1232501
Exactly like that. You can set the speed it raises too.

>> No.1232462 [View]

>>1232447
>I've seen it done before on flat planes, but is there a way I could have the water rise up and submerge this entire room?
Yes.
>What are the functions I should look for on the wiki?
"ceiling_raistonearest"
You obviously need water sectors pointing to every surface which will be submerged first. If the 3D floor lies under the floor in the actual sector (like it will in the area around the river) it'll just not be rendered, so no problem there.

What you need is to make an additional dummy sector next to every water sector, though without any line specials or anything. It just needs to have it's ceiling at the height where you eventually want your water to be in the real room. Once you have all that, just make your trigger button/line/script do the aforementioned ceiling_raistonearest action on the original water dummy sector(s).

>> No.1230408 [View]

>>1230395
Open this image: >>1223726

Just open the window shown there and click "resource options" for the file in question.

>> No.1228331 [View]

>>1228328
>as for the doors it seems i can convert them to platforms and they open downward
You need to have yet another two dummy sectors next to your first one. They should have no tags at all, and one should correspond to the door in it's shut state and the other to it's open state. Then you just use Elevator_raisetonearest with the first dummy sector as it's target.

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