Woolie Wool Posted February 3, 2020 Would you considering restoring the blue range to the original, more saturated blue, or the palette more generally? Sticking to the original palette would greatly improve mod compatibility. 0 Quote Share this post Link to post
Redneckerz Posted February 3, 2020 Honestly one of the most impressive things to come out of the community lately. A write up is in the works for later this month to generate some more visibility :) @jval Regarding the DelphiDoom version, GRAU currently highlights your Delphidoom version currently through a WIP version (Obviously called WIP Doom). Is there any ETA when voxel support in DD becomes official, or will it remain WIP as is? 1 Quote Share this post Link to post
jval Posted February 3, 2020 10 minutes ago, Redneckerz said: Honestly one of the most impressive things to come out of the community lately. A write up is in the works for later this month to generate some more visibility :) @jval Regarding the DelphiDoom version, GRAU currently highlights your Delphidoom version currently through a WIP version (Obviously called WIP Doom). Is there any ETA when voxel support in DD becomes official, or will it remain WIP as is? DelphiDoom has official voxel support both in OpenGL and software rendering mode since version 1.1.4.580 (released 22nd May 2013 - almost 7 years ago). But to support the RDDVOX mod I 've implemented, under the guidance and testing from @GRAU, a lot of additions to the dynamic lights code (a GLDEFS equivalent) and to ACTORDEF (a DECORATE - like content definition script that DelphiDoom uses). These new features have been added during the period from 2.0.4 release of DelphiDoom to version 2.0.5 (latest official). This WIP mentioned are versions between v. 2.0.4 and v.2.0.5 that support the mod. Latest official v.2.0.5 fully supports it. But, indeed, I have to ask GRAU to change the WIP link to latest versison, since WIP versions may not be stable and may not offer save/load compatibility with official releases. 2 Quote Share this post Link to post
Redneckerz Posted February 3, 2020 4 minutes ago, jval said: DelphiDoom has official voxel support both in OpenGL and software rendering mode since version 1.1.4.580 (released 22nd May 2013 - almost 7 years ago). But to support the RDDVOX mod I 've implemented, under the guidance and testing from @GRAU, a lot of additions to the dynamic lights code (a GLDEFS equivalent) and to ACTORDEF (a DECORATE - like content definition script that DelphiDoom uses). These new features have been added during the period from 2.0.4 release of DelphiDoom to version 2.0.5 (latest official). This WIP mentioned are versions between v. 2.0.4 and v.2.0.5 that support the mod. Latest official v.2.0.5 fully supports it. But, indeed, I have to ask GRAU to change the WIP link to latest versison, since WIP versions may not be stable and may not offer save/load compatibility with official releases. I got that much (And in looking at the history at the Wiki, ive also noticed several obmissions, so on the todo list that goes!) but i was under the impression that the DelphiWIP releases were the only way to enjoy these at the moment so i am glad that's tackled. PS: Take a good look somewhere around the Doom Community sites this Sunday. You may find a little surprise. ;) Thanks for all the working (and GRAU!) regarding this. If you ever wanted to chat or share some more historic cites regarding your work, please reach out to me, because this is the kind of thing i look for :) 1 Quote Share this post Link to post
GRAU Posted February 6, 2020 (edited) Hi all. llooks like i got serious trouble with health. I need to replace a lot of guts( I don't got even enough money for that, so looks like i will need some time to repair. Anyway of i will not die i will come back and continue this project. Sorry for long time without news. On 2/3/2020 at 9:21 PM, jval said: change the WIP link to latest versison, since WIP versions may not be stable and may not offer save/load compatibility with official releases. ok, i will check the topic now and change Edited February 6, 2020 by GRAU 6 Quote Share this post Link to post
GRAU Posted February 7, 2020 Thank you. I will try. I updated link to latest playable versions of RDVOX and to 2.0.5 of delphidoom in the topic head. 3 Quote Share this post Link to post
Redneckerz Posted February 7, 2020 All the best with the forthcoming procedures and recovery. You will beat this, just imagine you are voxelizing the issue, voxel by voxel. 2 Quote Share this post Link to post
GRAU Posted February 9, 2020 What do you think about the lost trollface? 6 Quote Share this post Link to post
GRAU Posted February 9, 2020 Yeah! something like that. Well i edited this @trollsoul@ a bit and tried ingame.. And that is i what found - we can see "PAIN" state for just a moment. But i killed tonns of time to create it. Well looks like the one last step till 0.39 release is to create parts of skull (to "saw" em off from a sostsoul model) and to draw new flame sprites... Ou ie! 4 Quote Share this post Link to post
GRAU Posted February 11, 2020 Hi! I made a death animation for lostsoul, now it is destructed and exploded into pieces - look! But i still feel that i need to draw one more frame to make death sequence a bit longer, like in classic 8 Quote Share this post Link to post
YeOldeFellerNoob Posted February 15, 2020 How do you set this wad up? 0 Quote Share this post Link to post
tamara mochaccina Posted February 15, 2020 @YeOldeFellerNoobYou run the zip like a pk3 1 Quote Share this post Link to post
YeOldeFellerNoob Posted February 15, 2020 14 hours ago, tam said: @YeOldeFellerNoobYou run the zip like a pk3 Thanks! 0 Quote Share this post Link to post
GRAU Posted February 19, 2020 Hello everyone. The project is being tested bw, the last frame of death animation is finished. The only thing i still have to do is spriteset for jet-style flame (for attack animation) and port all this to delphidoom. 5 Quote Share this post Link to post
elend Posted February 19, 2020 Great work, I really appreciate your efforts. Now... how about a complete Doom enemy rosters as voxels? ;) 0 Quote Share this post Link to post
Redneckerz Posted February 19, 2020 Btw @GRAU your pack was featured at Realm667, February 10 entry :) 0 Quote Share this post Link to post
GRAU Posted February 23, 2020 (edited) On 2/19/2020 at 4:51 PM, elend said: Great work, I really appreciate your efforts. Now... how about a complete Doom enemy rosters as voxels? ;) Looks like my alter ego likes that idea, so i will ty to, but now i can not even imagine - how much time will take for example inp animations %) May be in future i wil really split my pack into 2 parts - monsters, and all other things (statics) On 2/19/2020 at 7:15 PM, Redneckerz said: Btw @GRAU your pack was featured at Realm667, February 10 entry :) Thanks! I found it. Cool) But now i have to find more time for it. Maybe this is my chance to do something memorable for the doom community Edited February 23, 2020 by GRAU 4 Quote Share this post Link to post
elend Posted February 23, 2020 Good luck with the imp, but yeah... I imagine this will be an incredible amount of work. :( 0 Quote Share this post Link to post
GRAU Posted February 23, 2020 (edited) Well, actually i dont plan to work over imp in nearest future, it is just a dream. First i would like to finish static objects, bodies are prior now. So next updates gonna contain new decorations, and some items like chainsaw and berserk. There is one thing that i dont want to voxelize at all - columns... they are round shaped anyway) i will leave them for the later releases anyway. But the bodies are as difficult as interesting for me. Slab6 is not the best editor but i like it, and i hope DD_Voxel by Jval will help me with some animations in future. Edited February 23, 2020 by GRAU 3 Quote Share this post Link to post
elend Posted February 23, 2020 Agreed, finish items first and then you can still think about it. Other than that, did you also try out Magica Voxel? 0 Quote Share this post Link to post
GRAU Posted February 23, 2020 Well, i tried to run it but even elder versions dont run on XP. And i dont like newer Windows. But i feel, to create animated enemies like imps or other monsters with legs i will anyway need it. Well, i'll think about second OS when all static will be finished. 1 Quote Share this post Link to post
GRAU Posted February 24, 2020 I've got something interesting for you all) 9 Quote Share this post Link to post
TR2N Posted February 24, 2020 On 2/23/2020 at 8:23 AM, GRAU said: Thanks! I found it. Cool) But now i have to find more time for it. Maybe this is my chance to do something memorable for the doom community I am sure you will. I don't know one voxel object pack that is complete in such high quality. I'm very grateful you do this. 0 Quote Share this post Link to post
Redneckerz Posted February 24, 2020 11 hours ago, GRAU said: I've got something interesting for you all) I'd love to get injured in Doom if it means i can pick up a Voxel healthpack. ;) There really is a charm to these things, retaining the classic feel but still feel fresh. Great job once more. 1 Quote Share this post Link to post
GRAU Posted February 26, 2020 (edited) Good day, I decided to post the ReleaseCandidate version so that you can take a look at it. It is close to final, but perhaps even minor changes to the LostSoul flame will be made. Also, due to some restrictions, I still can’t completely transfer LostSoul death animation to Delphidoom, so i made delphidoom variation withoul new lostsoul graphics at all.\ I belive - many of you want to play with 0.39, so here it is: http://rdw.xp3.biz/RDVOX/RDVOX-0.39RC.zip - (Q/l/G)Zdoom version http://rdw.xp3.biz/RDVOX/RDDVOX-0.39RC.zip - Delphidoom version RDVXTEST.zip - special map01 for tests. I tried to make lostsoul flame as good as it was possible using 0-orientated sprites (having only 1 instead of 8 rotations) For better result i will try to make more sprite with 8 rotations each and may be that will be better. As far as needed implementations will be done in Delphidoom i will update the file on my site and update a link to it. So, try this RC version, and i would like to hear your opinion about new graphics) Edited February 26, 2020 by GRAU 2 Quote Share this post Link to post
elend Posted February 27, 2020 Very cool, I will try this out as soon as I can. 0 Quote Share this post Link to post
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