Jump to content

RDVOX - Voxel/graphics pack oriented to use in Software renderers (Q/L/G/ZDoom, Delphidoom)


Recommended Posts

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.

Share this post


Link to post

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?

Share this post


Link to post
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.

Share this post


Link to post
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 :)

Share this post


Link to post

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 by GRAU

Share this post


Link to post

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.

Share this post


Link to post

All the best with the forthcoming procedures and recovery.

 

You will beat this, just imagine you are voxelizing the issue, voxel by voxel.

Share this post


Link to post

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!

 

 

Share this post


Link to post

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

Share this post


Link to post

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.

 

soul_death.png.4236a5498fc418512e0d9c4c62d84455.png

Share this post


Link to post

Great work, I really appreciate your efforts. Now... how about a complete Doom enemy rosters as voxels? ;)

Share this post


Link to post
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 by GRAU

Share this post


Link to post

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 by GRAU

Share this post


Link to post

Agreed, finish items first and then you can still think about it. Other than that, did you also try out Magica Voxel?

Share this post


Link to post

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.

Share this post


Link to post
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. 

Share this post


Link to post
11 hours ago, GRAU said:

I've got something interesting for you all)

 

 

berserkit.png

Screenshot_Doom_20200224_110229.png

Screenshot_Doom_20200224_110223.png

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.

Share this post


Link to post

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 by GRAU

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...