GRAU Posted January 21, 2020 (edited) i thought about new sprite. But i am not sure that i can create something better then this now. So i will come back to this later, when i will understand - what actualy i need Edited January 21, 2020 by GRAU 3 Quote Share this post Link to post
TR2N Posted January 24, 2020 (edited) Hi @GRAU! Thank you for your awesome VOXEL-objects. I am using latest GZDoom and noticed, as soon as i use your pack the skyboxes won´t show up, just black. Any idea what i am doing wrong? Kindly regards! Edited January 24, 2020 by TR2N 0 Quote Share this post Link to post
GRAU Posted January 24, 2020 Well, man you use Open GL i see. I have no idea why does it changes the sky to black. There ARE some issues with palete using side wads with custom blue textures but that isn't it. I am still vorking over lost soul graphics. The current screenshot is transforming pixel-by-pixel from idle to atack, by the eye method. And when i got this picture i got an idea to save the quad-eyed skull for future, mat be, trash, projects: 4 Quote Share this post Link to post
TR2N Posted January 24, 2020 Hm, I only dropped your file into it. I also tested it with zDoom, the same problem. Is this only for software renderer? 0 Quote Share this post Link to post
jval Posted January 24, 2020 (edited) Does the problem appear with Doom2.wad also, or is a Doom1 issue only? Edited January 24, 2020 by jval 0 Quote Share this post Link to post
GRAU Posted January 25, 2020 4 hours ago, TR2N said: Hm, I only dropped your file into it. I also tested it with zDoom, the same problem. Is this only for software renderer? It is targeted for use in Sofrware. But i have no problems running it with QZDoom Q2 or GZDoom G3, or LZDoom. May be you need to check your videocard driver or iwad - i don't know. Try to remove file pal3ptch.wad from zip - may be this will help, but i think not. 0 Quote Share this post Link to post
TR2N Posted January 25, 2020 11 hours ago, jval said: Does the problem appear with Doom2.wad also, or is a Doom1 issue only? I have checked it - the problem is not present using the DOOM2.WAD. 7 hours ago, GRAU said: It is targeted for use in Sofrware. But i have no problems running it with QZDoom Q2 or GZDoom G3, or LZDoom. May be you need to check your videocard driver or iwad - i don't know. Try to remove file pal3ptch.wad from zip - may be this will help, but i think not. I deleted the pal3ptch.wad inside the ZIP file and now the skyboxes showing up. Any clue? BTW: Great project, it looks awesome! :) 1 Quote Share this post Link to post
jval Posted January 25, 2020 55 minutes ago, TR2N said: I have checked it - the problem is not present using the DOOM2.WAD. I deleted the pal3ptch.wad inside the ZIP file and now the skyboxes showing up. Any clue? BTW: Great project, it looks awesome! :) It's the TEXTURE1 & PNAMES lumps inside the pal3ptch.wad that do the damage. They are Doom2-oriented. 0 Quote Share this post Link to post
TR2N Posted January 25, 2020 (edited) Okay, so i need two copies for playing Doom (without the WAD inside the archive) and one for DOOM II using the untouched pack file? I am a noob, can you explain it please? What does the WAD do? Or is there a place where I can have a read about this? Edited January 25, 2020 by TR2N 0 Quote Share this post Link to post
GRAU Posted January 26, 2020 (edited) to play original game or wad that do not contain any new BLUE textures - you may use original full version - it gives improved palete for dynlights to look better. But if you want to play a wad with lots of custom textures - better remove the pal3ptch.wad from the archive - the new palete causes damage to blue textures and may a litle bit to light-orangew (bit just a little). The main problem is that doom has not unsaturated blue gradients. And to add them to palete i had to make strange but working changes to doom2 palete and added it to RDVOX as a part of pal3ptch. It also contains some original doom blue textures and chaingunner sprites that are allready converted to new palete. All other resources look more or less nice. If you like this method - you may also use 32bit hires textures loading them above (after) rdvox - they will also look nice in zdoom, and z-based ports. And i hove pval will add soon the palete-remapping algorithm to Delphidoom - this will help to play any other pwads with all the new resources without any crutches and compatibility patches. I have nearly finished attack frames of lost soul. The last will be pain state and some new death animation (explode with multiple voxeled parts of skull dropped off) Edited January 26, 2020 by GRAU 4 Quote Share this post Link to post
TR2N Posted January 26, 2020 Thank you for your explanation. I only use the Neural Upscale as texture replacement, but I also got the black sky boxes when using nothing but RDVOX with GZDoom playing the original version of Ultimate Doom. Is the method I mentioned above okay to use? Two packs, one modified for DOOM only? 0 Quote Share this post Link to post
GRAU Posted January 26, 2020 Theoreticaly anything is ok. But practicaly we see tthe black sky. May you try another version or another renderer? try using rdvox without upscale in a software renderer and say is the sky still black. Go to Video output device and change please OpenGL to Doom Software Renderer 0 Quote Share this post Link to post
TR2N Posted January 26, 2020 (edited) Thank you for your help. The first shot is Softpoly, the second one is the Software Renderer. No change. I also tried zDoom. The skyboxes are shown, but no lightning effects /glow on your voxel objects. I hope there will be a solution some time, I really like your voxel objects. Used Reikalls(?) before, but he never finished his pack. Maybe, because you are focusing the software renderer, this pack will just not work with an OpenGL port I prefer. :-( On the other hand your objects and effects are looking awesome. Edited January 26, 2020 by TR2N 0 Quote Share this post Link to post
GRAU Posted January 26, 2020 (edited) he solution is. I use QZDoom in software, but it works fine in opengl too. Software: OpenGL: Software: Spoiler Opengl(no light under armor becuse it flickers, but look at the helmets at zombies legs - they are lit nice): Here you are the port i use: QZDoom-q2.0.0-x32.zip and here is lzdoom, i also tested in both opengl and software - it is a litle bit different but i think you will not see - where) https://doomguy.ru/download/lzdoom-3-82-x32/ The another interesting, non zdoom-based port is Delphidoom. Here is the last nice development build with working dynamic lights in software: WIP_Doom_20200113_b.zip Use RDDVOX with it - it is the same as RDVOX, but only for delphidoom: RDDVOX-0.39a.zip GL: Soft (8bit. There is truecolor mode also): Edited January 26, 2020 by GRAU 2 Quote Share this post Link to post
TR2N Posted January 26, 2020 Thank you, I will try LZDoom then and give you feedback. 0 Quote Share this post Link to post
TR2N Posted January 26, 2020 (edited) I am really sorry, but QZ- and LZDoom - both give me the same black skybox. I will see if i have missed a Nvidia driver update for my GPU. Doom 2 is running fine, Ultimate Doom not. Edited January 27, 2020 by TR2N 0 Quote Share this post Link to post
GRAU Posted January 27, 2020 May be your ultimate doom just has black sky? Well i have the progres with attack frame, but now i see - the new fire is needed Spoiler 5 Quote Share this post Link to post
elend Posted January 28, 2020 This lost soul looks really awesome. The fire... yes, you probably need a different flame. 0 Quote Share this post Link to post
TR2N Posted January 28, 2020 (edited) 15 hours ago, GRAU said: May be your ultimate doom just has black sky? Hide contents Yeah, good idea. I will try the "normal" DOOM.WAD and maybe the shareware. The lost soul really looks awesome! Edit: None of them really work, as soon as I load the WAD Patch I get a black skybox in Doom. I guess I am out of this. Edited January 28, 2020 by TR2N 0 Quote Share this post Link to post
TR2N Posted January 28, 2020 Hooooooly shit! It was my fault! Seems i had the wrong loading order for my packs. Now i put the RDVOX pack in front of the Neural Upscale and now everything is working as it should! Sorry for the confusion and keep up the great work. Only one suggestion: Can you expand the duration of the barrel explosion a little bit? It feels/looks to quick compared to the original sprite. 0 Quote Share this post Link to post
GRAU Posted January 28, 2020 Yes, but i see it this way - explosion can not be as slow as in classic, and the lostsoul death animation will be quick too. But to keep maximum gameplay compatibility it will start with the same frame as pain state (with some changes) and may even require the drawing of one more frame. But then i want to use the same explosion algorithm but with some parts of broken skull (like a horn or halw of jaw) launched into random directions. In future i plan the additive quake-style gibs for all monsters - with some monster parts thrown out when hit with a rocket or bfg) But now i need to draw 1) new flame 2) pain state. Dont ask - how much time does it take %) 2 Quote Share this post Link to post
TR2N Posted January 29, 2020 (edited) That looks very seamless, keep it up! I noticed following: Found an object that is not "voxelized" yet, the Berzerk midi kit. The lighting of the green armor does blink/flicker on the ground, is that intended? The medikit boxes are to flat, someone already mentioned it here already I think. Would it be wise to do an extra pack for the monster models you do? One pack for objects/effects, one for your models? Edited January 29, 2020 by TR2N 0 Quote Share this post Link to post
JadingTsunami Posted January 29, 2020 On 1/20/2020 at 12:50 PM, GRAU said: I still can't understand what are those metal trims on the back(in the left of screenshot) It's a shoulder brace. You can see it in the Doom comic here. 1 Quote Share this post Link to post
GRAU Posted January 29, 2020 (edited) 3 hours ago, TR2N said: Found an object that is not "voxelized" yet, the Berzerk midi kit. The lighting of the green armor does blink/flicker on the ground, is that intended? The medikit boxes are to flat, someone already mentioned it here already I think. Would it be wise to do an extra pack for the monster models you do? One pack for objects/effects, one for your models? The green armor is okey. Both armors have to flicker. I didn't made berserk boost yet. Chainsaw and bfg are not done too - i know, but I create models as I get inspiration. No, the medikits are OK. They are something like trooper's med bags, not boxes as some modelers draw them. But i see no reason to create just a one more box with a red plus ;) No, monsters will not be separated from other content untill i will finish em all and understand why do i need to split the resources. The next days i plan to focus on corpses, dead bodies and other gore. Those objecs needed more then items or weapons because they stay on map even when player comes too close, they not disapear like items, and they do not move like monsters. everyone will like to stay and look at new bodies for some time i belive. 2 hours ago, JadingTsunami said: It's a shoulder brace. You can see it in the Doom comic here. Thank you a lot! During transformation from idle stste to pain i got another interesting-looking creature, 3-eyed soul) Edited January 29, 2020 by GRAU 1 Quote Share this post Link to post
GRAU Posted January 29, 2020 (edited) TR2N looks like a have a solution for you, and may be someone else wants classic cube medikits with RDVOX - here you are stimpack+medikit mede by DooMAD from teamhellspawn. I repacked them so now you may load em alone, or even above the RDVOX (then load RDVOX first then VOXHEALTH inb second turn) VOXHEALTH.zip Spoiler ANother thing i plan to ad in next release is this punky guy on kebab Edited January 29, 2020 by GRAU 3 Quote Share this post Link to post
TR2N Posted January 29, 2020 (edited) Thank you for the repack! I also thought about something this way, but you was quicker. 🙂 I already did a modification, I replaced the teleport sound with the original one. 😉 Edited January 29, 2020 by TR2N 0 Quote Share this post Link to post
Kappes Buur Posted January 29, 2020 When picking up the the plasma rifle in GZDOOM- g4.4pre-15, the gun is displayed hanging from the top of the screen. Spoiler and disappears when firing. 0 Quote Share this post Link to post
GRAU Posted January 29, 2020 (edited) BTW there IS a way to create hud voxels but only for gl or in modern soft modification with models parameter set to on - it will render voxels then like gl - each dot will be a cibe consisting of 12polygons, and even a few voxels in the scene will make a havy load on CPU, even if you have an i3 or an i5. So i do not like this method. But - yes, it CAN render hud voxels. May be once i will do them too. I fixed thge problem with plasmagun in this beta release. Also thanks to JadingTsunami: 17 hours ago, JadingTsunami said: It's a shoulder brace. You can see it in the Doom comic here. So i checked the comis and got realy fresh ideas for bfg. I could not wait any more - here, you can see it now! Spoiler In this RDVOX 0.39 Beta release. For ZDoom based ports: http://rdw.xp3.biz/RDVOX/RDVOX-0.39b.zip For Delphidoom (without lostsoul definitions) http://rdw.xp3.biz/RDVOX/RDDVOX-0.39b.zip There are still some things to improve till oficial 0.39 on MODDB, for example i still need to improve player plasma hit effect, finish lost soul animations and draw a new flame, and looks like i will need some new sprites to improve BFG9000 attack! Edited January 29, 2020 by GRAU 5 Quote Share this post Link to post
GRAU Posted January 31, 2020 Today i was working with decals. I improved some decaldef code. And i improved Plasma colision effect: 4 Quote Share this post Link to post
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