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>> No.5465834 [DELETED]  [View]
File: 128 KB, 459x508, epicmeme.png [View same] [iqdb] [saucenao] [google]
5465834

>>5465827
> mfw this is actually graf

>> No.5453064 [View]
File: 128 KB, 459x508, epicmeme.png [View same] [iqdb] [saucenao] [google]
5453064

>>5453052
>>5452995
>>5453049
this basically
Boom/PrBoom+ is your friend
Make it compatible with Zdoom 2.8.1
...also you will need to use DeHacked to make some of the modifications to the game because Decorate doesnt touch everything. Namely the ammo pickup values.
>>5453058
>>5453061
exactly
if they use the port to make it look like not doom or quake then chances are its not worthwhile
pixels make the experience

>> No.4942653 [View]
File: 128 KB, 459x508, epicmeme.png [View same] [iqdb] [saucenao] [google]
4942653

>>4942638
graf realized that it actually takes WORK to do programming for something like this, as he discovered the inefficiencies of modern programming languages and ended up having to recode things like 4 or 5 times every time he wanted to upgrade or incorporate a new feature
> and admitted that from the beginning the legacy graphics code for zdoom was buggyAF

So he just said screw it, im going to get lazy, and im going to just pipe it all down one lane so that I only have to do things 1 or 2 times.
> instead of doing the right thing
> spending time not pushing out updates
> and rework the entire graphics code from the ground up so that its all Efficient and its all being done just One Way
> yknow kinda like defragging a hard drive for freespace, its a bitch and takes a long time but it puts things in crisp smooth working order and sparkly when its done

And got some people so assmad about it, like myself, that we've given the project NEGATIVE Publicity. And he has practically hidden himself from the internet a few times over this.
> rightfully so too because my old toaster laptop will run UT2004 which is capable of much greater feats than GZdoom yet cannot run the newest iteration of it at all, even not wanting to use the new, or older graphics features at all
> he deserves a firm rifle butt smack to the head to get his shit straight

> modding quake1
QuakeC and model editing for the md1 format. Not sure if modern ports like quakespasm support md2 models yet, if they do that will make the modeling aspect much easier.

Get the quake1 .qc files and pour over them looking at how they did things. Some things you might notice need fixing in quake is the inability for ogres to compensate for vertical aim when firing grenades. Also those ogre grenades only cause 25 damage and are incapable of gibbing zombies, while also only having an area of effect of 25 explosive damage, compared to yours using the same ammo - gibbing zombies - and having a 100 radius reach.

>> No.4822339 [View]
File: 128 KB, 459x508, 1522286502640.png [View same] [iqdb] [saucenao] [google]
4822339

Is there a way to opt out gzdoom 3.3.0 data collecting?

I want to update but don't want to have data collecting

>> No.4808972 [View]
File: 128 KB, 459x508, epicmeme.png [View same] [iqdb] [saucenao] [google]
4808972

>>4808954
Im absolutely not interested in scripting, the decorate coding is easy enough to use and ive already generally learned it and I see scripting as a downgrade to this (since you actually have to define all your own functions, whereas in decorate they are already defined).

Being able to tweak some things with scripting is okay, but only to serve the coding im doing in decorate, I have no interest in delving further into it.

I wont even use ACS if that tells you anything, and any Zscript I have to do for important niche functions are basically going to be copypasta'd (like the code example for changing max ammo with a backpack).

>> No.4784505 [View]
File: 128 KB, 459x508, epicmeme.png [View same] [iqdb] [saucenao] [google]
4784505

>>4784479
and in five years it has produced pic related
its almost over matey

>> No.4675168 [View]
File: 128 KB, 459x508, epicmeme.png [View same] [iqdb] [saucenao] [google]
4675168

>>4674934

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