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1
Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on November 11, 2018, 05:53:52 PM »
Hey guys,

Brand new seamless images are ready for your projects here:

TXR - GROUND - Cartoon
https://soundimage.org/txr-ground-cartoon/

Here's a  brand new page of distressed cartoon-style paper images. They might be useful for maps and things:

TXR - PAPER- Cartoon
https://soundimage.org/txr-paper-cartoon/

As always, more music is coming on Wednesday...see you then!
2
id Tech 4 Needs Help / Re: help updating sidescroller mod Hardqore2
« Last post by Revility on November 11, 2018, 10:05:23 AM »
updated the link. 
Let me know what you think as we never really received much feedback on the tech demo.  I still feel the mod is a great base for a 2.5 side scroller.  It's just missing a handful of features to get it on track.  The little stuff usually matters when trying to nail down the feel of contra, metroid, castlevania and other nes platformers.
3
id Tech 4 Needs Help / Re: help updating sidescroller mod Hardqore2
« Last post by The Happy Friar on November 10, 2018, 02:39:09 PM »
moddb page links to github.
I'll have to play the mod again to see what it's like. I haven't played it in a while so I forget if I liked what it did (or not).
4
id Tech 4 Needs Help / help updating sidescroller mod Hardqore2
« Last post by Revility on November 09, 2018, 07:35:31 AM »
As I wrap up the 2018 update for the Ruiner/Rivensin mod, I'm starting to prep an update for the dhewm3 edition of the side scroller mod hardqore.

The mod lacks a few key features for a side scroller and that is where I'm looking for help finishing up.  If anyone could help out, that would allow me to concentrate on adding more levels, QOL, balances and content which the mod desperately needs.  I'm no coder so it would take way longer than it should to get this stuff implanted fumbling between code and script.

Looking for help adding the following to the mod:
-jump through or around platforms
-better feed back when the player is hit... old school knock back.
-Brief invulnerability after being hit.
-some AI tweaks
-possible controller support in order to remove the need for stuff like joy2key.
-any other features the programmer/scripter feels is worth adding.

It might not sound like much, but when it comes to a sidescroller the changes listed would make a big impact on the experience.  Some it could be done through just script, others might need hard coding.
If interested, just send me a pm here, on the mod db or reply below.  Or if you know how to do one of the listed above and care to show, you could post in this thread.

The gpl souce code is on github:
https://github.com/dhewm/dhewm3-sdk/tree/hardqore2

Hardqore mod db page:
https://www.moddb.com/mods/hardqore
5
Content for Games/etc. / Re: Sharing My Music / SFX - Over 1500 Tracks
« Last post by Eric Matyas on November 07, 2018, 01:55:03 AM »
Greetings!

This week's new free tracks are:

On my Events/Travel 2 page:

"Romantic Lands Beckon" (Looping)
https://soundimage.org/events-travel-2/

On my Chiptunes 2 page:

"Pixel Madness" (Looping)
https://soundimage.org/chiptunes-2/

On my Funny/Quirky/Weird page:

"Alien Chickawow" (Looping)
https://soundimage.org/funnyquirky/

On my Classical Sounding page:

"Great Minds_v001" (Looping)
https://soundimage.org/classical-sounding/

And on my Technology page:

"Young Visionaries" (Looping)
https://soundimage.org/techno/


I'm also planning to create a new section especially for 2D game art, like sprites and backgrounds. Should be fun.  :-)
6
Content for Games/etc. / Re: Building a Library of Images for Everyone
« Last post by Eric Matyas on November 04, 2018, 08:56:11 PM »
Happy November!

I hope everyone had a great Halloween!

Brand new seamless images are ready for your projects here:

TXR - ABSTRACT - Cartoon
https://soundimage.org/txr-abstract-cartoon/

TXR - BRICK
https://soundimage.org/txr-brick/

TXR - BRICK - Cartoon
https://soundimage.org/txr-brick-cartoon/

TXR - METAL - Cartoon
https://soundimage.org/txr-metal-cartoon/

TXR - ROCK / STONE - Cartoon
https://soundimage.org/txr-rockstone-cartoon/

I'm also planning to create a new section especially for 2D game art, like sprites and backgrounds. Should be fun.  :-)

More music is coming on Wednesday...see you then!
7
Id tech 5 Discussion / Re: Will any of new Beth games use idtech 5 ?
« Last post by revelator on November 03, 2018, 11:37:11 AM »
The Evil within, but on a modified version of 5.
Wolfenstein the new order and old blood.
Evil within 2, but its now called stem engine, still based on 5 though.
8
id Tech 4 Mods / Re: dmap in RBDOOM-3-BFG
« Last post by motorsep on November 03, 2018, 11:12:54 AM »
Is AAS only needed for multiplayer?

No, AAS is for AI. Maps have to have that for AI to properly and effectively navigate the map. Nothing to do with multiplayer.
9
id Tech 4 Mods / Re: dmap in RBDOOM-3-BFG
« Last post by nemyax on November 03, 2018, 10:55:51 AM »
trebor
Thanks!

The only part that is still missing is that the AAS compiler has no clue about the new format as it still requires brushes.
Is AAS only needed for multiplayer? Generally, is it right to say that you don't need a brush-based editor anymore to make your own singleplayer Doom 3 BFG maps?

I stopped working on RBDOOM because of lack of time.
Well I went with RBDOOM because it supports Linux. Discontinued or not, it's still a working engine.

You can model maps in Blender and compile them with dmap in RBDOOM.
Do I run dmap from the engine console?
10
id Tech 4 Mods / Re: dmap in RBDOOM-3-BFG
« Last post by trebor on November 03, 2018, 09:34:08 AM »
I did this stuff years ago and never found time to document it.

You can convert any map from the old .map format to a new JSON based map format with the console command "convertMapToJSON game/<mapname>"

It will convert the brush and patch primitives to polygons that can be read into Blender. I wrote importers and exporters for Blender which are very very basic but allow to load the JSON file into Blender and export it back to RBDOOM without any los of data.
Converting brushes and patches to polygons is something that dmap already did. All I had to change was to tell dmap that it works with polygon based data.

Python supports JSON without the need of any libraries so getting this stuff into Blender was quite straightforward.

You can model maps in Blender and compile them with dmap in RBDOOM. Once they are compiled you can load them.
The only part that is still missing is that the AAS compiler has no clue about the new format as it still requires brushes.
It is something that could be fixed however I stopped working on RBDOOM because of lack of time.

Right now I'm porting RBDOOM to Vulkan with the help of the vkDoom 3 code by Dustin Land but this is more or less a learning excercise to get into Vulkan programming.

You can see how D3DM1 looks in Blender: https://imgur.com/a/GujrC8z

So instead of this brush data:
Code: [Select]
ersion 2
// entity 0
{
"classname" "worldspawn"
// primitive 0
{
 brushDef3
 {
  ( 0 0 -1 256 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/base_wall/lfwall27d" 0 0 0
  ( 0 0 1 -272 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/base_wall/lfwall27d" 0 0 0
  ( -1 0.0000001344 0 -192.0000152588 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/base_wall/lfwall27d" 0 0 0
  ( -0.0000001344 -1 0 -128.0000152588 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/base_wall/lfwall27d" 0 0 0
  ( 1 -0.0000001343 0 -191.9999389648 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/base_wall/lfwall27d" 0 0 0
  ( 0.0000001343 1 0 -256 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/base_wall/lfwall27d" 0 0 0
 }
}
// primitive 1
{
 brushDef3
 {
  ( 0 0 -1 -16 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/base_wall/lfwall27b" 0 0 0
  ( 0 0 1 0 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/base_wall/lfwall27b" 0 0 0
  ( -1 0.0000001344 0 -192.0000152588 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/base_wall/lfwall27b" 0 0 0
  ( -0.0000001344 -1 0 -128.0000152588 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/base_wall/lfwall27b" 0 0 0
  ( 1 -0.0000001343 0 -191.9999389648 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/base_wall/lfwall27b" 0 0 0
  ( 0.0000001343 1 0 -256 ) ( ( 0.015625 0 0 ) ( 0 0.015625 0 ) ) "textures/base_wall/lfwall27b" 0 0 0
 }
}
...
}
// entity 1
{
"classname" "info_player_start"
"name" "info_player_start_1"
"origin" "128 64 0"
"angle" "180"
}
// entity 2
{
"classname" "light"
"name" "light_2"
"origin" "-128 192 128"
"noshadows" "0"
"nospecular" "0"
"nodiffuse" "0"
"falloff" "0.000000"
"_color" "0.78 0.78 0.84"
"light_radius" "225 225 225"
}

it works with a format like this
Code: [Select]
{
"version": "3",
"entities":
[
{
"entity": "0",
"classname": "worldspawn",
"primitives":
[
{
"primitive": "0",
"original": "brush",
"verts":
[
{ "xyz": [192, -128, 256], "st": [-2, -2.998046875], "normal": [0.003921628, 0.003921628, -1] },
{ "xyz": [-192, -128, 256], "st": [-2, 3], "normal": [0.003921628, 0.003921628, -1] },
{ "xyz": [-192, 256, 256], "st": [4, 3], "normal": [0.003921628, 0.003921628, -1] },
{ "xyz": [192, 256, 256], "st": [4, -2.998046875], "normal": [0.003921628, 0.003921628, -1] },
{ "xyz": [-192, 256, 272], "st": [4, -2.998046875], "normal": [0.003921628, 0.003921628, 1] },
{ "xyz": [-192, -128, 272], "st": [-2, -2.998046875], "normal": [0.003921628, 0.003921628, 1] },
{ "xyz": [192, -128, 272], "st": [-2, 3], "normal": [0.003921628, 0.003921628, 1] },
{ "xyz": [192, 256, 272], "st": [4, 3], "normal": [0.003921628, 0.003921628, 1] },
{ "xyz": [-192, 256, 256], "st": [-4, -4], "normal": [-1, 0.003921628, 0.003921628] },
{ "xyz": [-192, -128, 256], "st": [1.9990234375, -4], "normal": [-1, 0.003921628, 0.003921628] },
{ "xyz": [-192, -128, 272], "st": [1.9990234375, -4.25], "normal": [-1, 0.003921628, 0.003921628] },
{ "xyz": [-192, 256, 272], "st": [-4, -4.25], "normal": [-1, 0.003921628, 0.003921628] },
{ "xyz": [-192, -128, 256], "st": [-3, -4], "normal": [0.003921628, -1, 0.003921628] },
{ "xyz": [192, -128, 256], "st": [3, -4], "normal": [0.003921628, -1, 0.003921628] },
{ "xyz": [192, -128, 272], "st": [3, -4.25], "normal": [0.003921628, -1, 0.003921628] },
{ "xyz": [-192, -128, 272], "st": [-3, -4.25], "normal": [0.003921628, -1, 0.003921628] },
{ "xyz": [192, -128, 256], "st": [-2, -4], "normal": [1, 0.003921628, 0.003921628] },
{ "xyz": [192, 256, 256], "st": [4, -4], "normal": [1, 0.003921628, 0.003921628] },
{ "xyz": [192, 256, 272], "st": [4, -4.25], "normal": [1, 0.003921628, 0.003921628] },
{ "xyz": [192, -128, 272], "st": [-2, -4.25], "normal": [1, 0.003921628, 0.003921628] },
{ "xyz": [192, 256, 256], "st": [-3, -4], "normal": [0.003921628, 1, 0.003921628] },
{ "xyz": [-192, 256, 256], "st": [2.998046875, -4], "normal": [0.003921628, 1, 0.003921628] },
{ "xyz": [-192, 256, 272], "st": [2.998046875, -4.25], "normal": [0.003921628, 1, 0.003921628] },
{ "xyz": [192, 256, 272], "st": [-3, -4.25], "normal": [0.003921628, 1, 0.003921628] }
],
"polygons":
[
{ "material": "textures/base_wall/lfwall27d", "indices": [0, 1, 2, 3] },
{ "material": "textures/base_wall/lfwall27d", "indices": [4, 5, 6, 7] },
{ "material": "textures/base_wall/lfwall27d", "indices": [8, 9, 10, 11] },
{ "material": "textures/base_wall/lfwall27d", "indices": [12, 13, 14, 15] },
{ "material": "textures/base_wall/lfwall27d", "indices": [16, 17, 18, 19] },
{ "material": "textures/base_wall/lfwall27d", "indices": [20, 21, 22, 23] }
]
},
...
{
"entity": "1",
"classname": "info_player_start",
"name": "info_player_start_1",
"origin": "128 64 0",
"angle": "180"
},
{
"entity": "2",
"classname": "light",
"name": "light_2",
"origin": "-128 192 128",
"noshadows": "0",
"nospecular": "0",
"nodiffuse": "0",
"falloff": "0.000000",
"_color": "0.78 0.78 0.84",
"light_radius": "225 225 225"
},
{
"entity": "5",
"classname": "light",
"name": "light_5",
"origin": "128 -64 128",
"noshadows": "0",
"nospecular": "0",
"nodiffuse": "0",
"falloff": "0",
"_color": "0.78 0.78 0.84",
"light_radius": "225 225 225"
}
]
}
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