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CodeImp

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  1. This is an amazing mod! Great work 👏 Can't wait for the Doom 2 edition!
  2. More of his recent work. This looks really nice. Best 3D-fication of the sprites I've seen so far.
  3. There is actually a drawback to using voxels as they require much more geometry to render than an optimized 3D mesh. This problem can be partly mitigated with the use of geometry shaders such that you only need 1 data point per voxel and the GPU will generate the cube meshes, but I'm not sure if that gets any close to the performance of 3D meshes.
  4. Doom Legacy. I played Doom in 1993 and for some years after that. After that I had more interest in Duke Nukem 3D, the Quake series, Half Life and Counter Strike. Until many years later, someone mentioned to me that Doom was still around and with added OpenGL and dynamic lighting: Doom Legacy. I checked it out and my love for this game was renewed. Now I prefer (G)ZDoom really. And I don't use magnification texture filtering, I like the old-school look.
  5. Amazing work gentlemen! This is a work of art. I'm enjoying every bit of it.
  6. In case anyone is interested, I have now uploaded a description of how the game was built and will soon upload source code as well. You can find it here: http://www.codeimp.com/?p=pandemic
  7. Not that new (since 2008) but worth to include for reference: UDMF What Is It? UDMF is a map format which extends the features of mapping in various ways. The new features depend on sourceport implementation, but are all supported in a unified format, such that all editors can support the features without the need for yet another map format. UDMF consists of several lumps that make up the map data in similar fashion as the original, standard sequence of map lumps. Sourceports that implement UDMF at this time of writing: Eternity (G)ZDoom 3DGE Vavoom Skulltag Zandronum I'm probably missing some here, I haven't kept track very well. Some common new features that sourceports add through UDMF are: Floating-point precision of vertex coordinates. Flat (floor/ceiling) texture alignments. Flat and wall texture scrolling direction and speed. Individual brightness for ceiling, floor or sidedef parts (high/mid/low). Colored lighting for individual parts. Transparent rendering of textures. Sloped floors and ceilings. Knowledgebase DoomWiki UDMF Article UDMF 1.1 technical specifications ZDoom UDMF Article ZDoom UDMF implementation specifications Eternity UDMF implementation specifications Releases Using the Feature Verdant Citadel - Large stone fortress map by Exl. Paradise - 7 map episode by Tango. Hell-Forged - Reboot/sequel to Demon Eclipse's second episode by Amuscaria. Bastion of Chaos - An epic slaughter map by Bridgeburner. Ar Luminae - A large and vibrant Doom 2 map by Aurelius and Kaito. Faithless Trilogy - A Heretic/Hexen megawad by Jimmy. Probably a bazillion more, I haven't kept track. Tools All doom map editors that have recently been in active development support this, I think, but you know, I don't keep track that well. Please fill me in.
  8. CS-GO is my sort of all-time game that I keep playing. It is additive despite the massive cheating. PUBG never worked for me. I don't like the conflicting game mechanics (sneak-or-get-shot vs the shrinking blue circle). Have played pretty much all GTAs. Have been playing Satisfactory a lot for a while. Now playing Valheim a lot.
  9. While I have not been active in the Doom community for many years (still a Doom fan though and still play some maps) there are other things I have been doing... such as making this arcade-style shuffle board with music by @PRIMEVAL. Here is my story: More details on the construction, electronics, programming and potential improvements are here: http://www.codeimp.com/?p=pandemic
  10. Slaughter isn't my thing but I just finished this map on easy mode and it was fun. I'd like to compliment you on this work of art. The map looks absolutely beautiful and the music is the cherry on top. I love the large contrast in difficulty settings which allows the map to be played by a broad audience. Amazing piece of work!
  11. A new version of the Doom Builder level editor has been released. Version 2.1.2.1545 contains only a few bug fixes, but significant features for plugins. This release is made especially for the new Visplane Explorer plugin, which is based on Andrew Apted's code to find the visplane and segment counts throughout the map. This helps vanilla Doom map authors keep their maps within limits. Update: A patch has been released to fix a couple of bugs. The new version is 2.1.2.1553.
  12. Version 2.1.1.1466 of Doom Builder has been released and provides mostly bug fixes, but also some small additions such as texture sizes in the browsers, new things filter options, command line parameters for other programs to launch Doom Builder with, and the DeepBSP nodebuilder. As always you can get the new version at the Doom Builder website. Please note that the unofficial GZDoom Editing plugin is not compatible with the new Doom Builder version until a new version of the GZDoom Editing plugin is made (most likely also unofficially).
  13. For anyone interested in making Doom editing tools (or other WAD file-related applications) in the Java programming language, insertwackynamehere has written jwadlib, a Java library that manages WAD files at the lump level. The library classes and methods are well commented and very straightforward. A nice chance for developers to start working on cross-platform editing tools, or just to look through it for educational purposes. More information is on his website or in his thread on our forums.
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