Redneckerz Posted October 4, 2021 @Linguica Its been some time ago that you compiled the Level viewer program for DoomTracer: I was wondering: Could you share that standalone level viewer? Reason i ask is because i recently dabbled with DoomTracer again now that i actually have a machine that can run it and its refraction/reflection effects extend to weapon projectiles too, along with projectile shadows.Thread: I have wondered how my new machine handles unusual Doom things like raytracing or baked lightmaps. And since i saw nobody posting these, i figured, why not. So here we are: And a special noclipped shot: What is used: DoomTracer 0.56 at its maximum resolution 640x480 GZDoom-ZDRay, utilizing the included lightmaptest map by Nash Muhandes (2018) Bonus: Everyone knows that awesome lighting from Strife: Veteran Edition, no? Well ZDRay uses code from DLight to do the lightmapping. DLight never had a DoomWiki page, until now. Perhaps it will inspire someone to support the DLight-specific lumps in a port or something. 22 Share this post Link to post
jazzmaster9 Posted October 4, 2021 (edited) Some from Screenshots for the upcoming Vanilla mapset Rapidfire 2. Edited October 4, 2021 by jazzmaster9 34 Share this post Link to post
cannonball Posted October 5, 2021 (edited) A little more progress for a UD project. Not much else to say apart from it is fairly spacious so far. Edited October 5, 2021 by cannonball 34 Share this post Link to post
Egg Boy Posted October 5, 2021 1 hour ago, cannonball said: A little more progress for a UD project. Not much else to say apart from it is fairly spacious so far. hey... I know that sky. @ZeMystic made it for a cancelled project of ours. Cool to see it put to good use! 7 Share this post Link to post
ZeMystic Posted October 5, 2021 (edited) On 10/5/2021 at 2:17 PM, cannonball said: A little more progress for a UD project. Not much else to say apart from it is fairly spacious so far. Hey, thats a sexy skybox In all seriousness, those structures look dope, can't wait to see more! Edited October 11, 2021 by ZeMystic 6 Share this post Link to post
Bobby :D Posted October 6, 2021 8 hours ago, cannonball said: A little more progress for a UD project. Not much else to say apart from it is fairly spacious so far. I was always a big fan of your Return to Hadron series, and it's great to see that you are still making some really cool stuff with Doom 1! 2 Share this post Link to post
Kyka Posted October 6, 2021 ...actually the most floatingest monster corpse ever. 4 Share this post Link to post
Tyler-J Posted October 7, 2021 hey everyone! I'm happy to join doomworld today, surprised I hadn't joined awhile ago lol anyways here's a cacodemon I made in VR. does he look too happy? he still needs work, maybe bigger teeth might look better. 7 Share this post Link to post
MFG38 Posted October 8, 2021 More speedmaps from earlier in the week. 13 Share this post Link to post
Gez Posted October 9, 2021 On jeudi 7 octobre 2021 at 5:56 AM, Tyler-J said: does he look too happy? He looks kinda smug. "Yeah, look at me, baby! I'm a badass!" :D 1 Share this post Link to post
StalkerBlade Posted October 10, 2021 Tried rendering a piece of concept art I found online. it was an...interesting experience.. 13 Share this post Link to post
Worriedidiot Posted October 11, 2021 A couple of screenshots from a wad I'm making for the NaNoWADMo consisting of only 1 hour speedmaps 14 Share this post Link to post
MidnightMage Posted October 11, 2021 @Worriedidiot I really like the screenshots here, albeit the 2nd one only having Archviles is a little concerning ;) 2 Share this post Link to post
Kinsie Posted October 12, 2021 (edited) 15 hours ago, MidnightMage said: @Worriedidiot I really like the screenshots here, albeit the 2nd one only having Archviles is a little concerning ;) Almost looks like a gimmick room where you have to take a specific path to walk past all the Archviles without entering their line of sight. Edited October 12, 2021 by Kinsie 2 Share this post Link to post
ChopBlock223 Posted October 12, 2021 Sneakpeek at a thing I've made for a project. Spoiler Fictional design which is inspired in particular by the Finnish Kp/31 (Aimo Lahti) and the Soviet Russian PPD-40 (Vasily Degtyarev), but in general takes a number of cues from various subguns of the interwar period and the early Second World War. Ergo, the period where the concept of such guns had been well established, but it wasn't yet realized that you could make what's in comparison a pipegun with a wire coat hanger for a stock, which does basically the same thing for a fraction of the cost. The full spriteset in truecolor and with all the parts will be available eventually. 7 Share this post Link to post
iUsuallyDie Posted October 12, 2021 I tried making E1M1 in Townscaper. 7 Share this post Link to post
Snikle Posted October 12, 2021 10K lines, now let's see if we can double it 14 Share this post Link to post
Bauul Posted October 13, 2021 (edited) 23 hours ago, Snikle said: 10K lines, now let's see if we can double it Just a word of advice: 10,000 visible lines is, at least in my experience, the broad cut-off point where you start to see FPS drops caused by the sheer quantity of geometry. 20,000 leads to sluggish performance even on modern PCs, regardless of the source port you use. If you want to try to maintain performance, I'd aim to keep below the 10K mark. I know optimizations is never fun, but it's a good habit to get into. Edited October 13, 2021 by Bauul 5 Share this post Link to post
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