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Sounds like something that could fit in Doom.
Some more about the Powers:
* Allow Mid-Air Jump (jump strength is still same as regular jump)
* Movement Speed x2
* Fire Rate Increase x1.5
* Fires a Grappling Hook/Beam
* Pull player toward it when it hits something
* If hits enemy: Pull, Stun and Vampire effect on the enemy
* Allow Flying
* Movement Speed x1.5 (when flying)
* Explosive Afterburner (when flying, damages enemies)
From these 3, you can only have 1 at a time. When you have one of them, you can use it as much as you want.
Maybe there will be some temporary timed powers that can be used together with any other powers. Like Invisibility and Invulnerability could be temporary powers.
I think it's still a good idea to experiment with new ideas. Sometimes they can work.
Think I sorted out the bullets getting stuck in mid-air bug. They were getting stuck because they got FL_ONGROUND flag set... How do they get that if they're not even touching the ground? Or do things get it when they're on top of others? Kind of seems like it.
There just were a lot of them... 130 to be exact.
That "gingerbeast" monster can resurrect them. It can resurrect them from both corpses and gibs (the "head" gibs).
It's here: Koti.mbnet.fi
How many invisible ones can you spot?
Yea, and I've been thinking that maybe the stuff I have in the upper IBAR part of the HUD is a bit complicated. Would be much simpler if player only got the lower HUD.
Then I'd also remove energy being separate from shield, and stamina, air, and maybe the respawns are a bit useless too. Maybe player can stay indefinitely underwater, except acid and lava...
If I ever get around making a HUD with CSQC, I'd only do some minor tweaks to it... maybe add the owned/selected weapons and their ammo counters to the right side. Powerups could show on the other side. For now they would show in the armor/shield icon.
When I press Z to activate the fly mode in the 3D view, and start selecting stuff fast, object properties opens instead, and I have to like triple click everything I want to select. If I'm not in the fly mode, and select stuff fast.. no problems.
Yea, maybe they're a bit too highres. But the diagonal crosshairs kind of need the resolution to look smooth like the others. Maybe they don't need the rounded corners. Also DarkPlaces has cvars for crosshair colors/alpha..
I've added some more intensity and full outlines to the font, now it's more readable outside the console too.
Or was the old thicker font more readable?
Maybe.. for now I'll just leave it as is.. and start working on some characters, items, or something else than shaders...
I found a faster way to do the Palette shader, that performs about the same as the Posterize shader, and could have more colors than 16 on old computers.
16 colors just doesn't feel enough for colored lighting, sort of becomes some yellow/red/green vomit with colored lighting. Need at least 32 colors for colored lighting to work at an acceptable level.
The amount of colors in the Color Palette shader was 64.
My old computer could handle 16 colors in the shader with framerate at 150 - 180 fps.
It seems the Color Palette GLSL shader is really slow on older computers, 10 fps at 1280x800, while on my current I get 200 fps at 1280x720.
The Posterize shader is ok on old computers too. I'll use this effect instead.
Lots of monsters was also a bit bad.. 100 monsters actively attacking player dropped framerate to 40-60 fps from 100 fps when they were just idle, empty level was 150 fps, staring at a wall was 300 fps.
I've thought that 50 monsters would be max in one scene, and fights that involve more than 50 monsters would spawn new ones when old ones die. Corpses would probably need to vanish too...
Just recently played through Alien Vendetta...
Now that I fixed some bug in the radius damage code, the explosive weapons are much more destructive :D
If the monsters are packed like here (little stuck on each other), the plasma storm and fire blaster could destroy 100 monsters in one shot. If the monsters are not packed so tight, then it's about 10-40 per shot.
Maybe this is too much.. framerate dropped to 23 here.
The plasma storm destroy them kind of easily, but the monsters destroy player kind of easily too...
If my calculations are correct.. if something somehow got the max damage from it, it would do 3600 points damage, but very unlikely to happen. The Plasma Storm could do 6400 points damage, but again, very unlikely.
I upped Shambler's health to 1000, and usually they die from one shot from either weapon. Sometimes they survive, if the damage pushed them away.
Maybe they're both a bit overkill, and people would moan about them being noob weapons in DM... But I could always have different settings for "Player vs Player" and "Player vs Monster" damages?
No, not yet. Maybe I should have them ingame sometime...
Also I've been improving the weapon sound FX, functions and added some sprites for projectiles. Definitely better than the earlier particle trails/beams on everything...
Rockets are now guided with rotating/moving the view/player...
And some weapons are still a bit too similar...
The Posterize effect/stare into the wall made the fps drop to 250.
Looks like I could have more than 16 colors with the code I did without more impact on the fps. I don't know how many colors I could have, but the way it is now, is annoying to add lots of colors into it. So far I've tried with 32 colors. Maybe I try it up to 256 colors or until the fps drops too much.
1920x1080 res, staring into a wall/corner...
All effects disabled: 260 fps
16 color shader: 160 fps
Rt lights: 90 fps
Rt lights + shader: 75 fps
1920x1080 res, looking at 10 player models...
All effects disabled: 182 fps
16 color shader: 124 fps
Rt lights: 53 fps
Rt lights + shader: 47 fps
Rt lights sure need a lot.. but I feel like this 16 color shader should work faster...
Yea, probably. I think it could fit better for some top down vertical scrolling space ship shooter.
Also the low color settings create pretty steep steps in the shades, which can make some darker areas totally black easily.
Maybe I could tweak it so that it would display more darker shades, not much change in the mid shades, and less brighter shades.
Yea, this sort of extreme color filters should be optional. If I make all gfx with 256 color palette.. but then make the default setting to display max 32 colors.. what was the point in using 256 color palette?
Although Posterize is one of my favourite color altering filters in image editing...
And at one point I was considering the game palette could be a bit like this: 6 shades on RGB, and it would be total 6*6*6=216 colors. This is the max on a 256 palette, with equal amount of every color and has pure greys. There would be 40 empty colors (or duplicates for quake compatibility).
It creates a sort of a cartoon/painting like look. At some point I did want to make game that looks like oil painting... This stuff looks pretty much like that with texture filter on.
This posterize effect seems to work just fine without any framerate drops.
I tried to get the game palette to be used, but that didn't work so well. The way I did it, made the framerate drop to 2-5 seconds per frame. Need to find a better way to do it.
I have 60fps normally. I think if it drops below 50fps, then it's a too big drop. It's possible that some action heavy scenes might drop it below 50fps if using rt lights.
Extreme color altering or performance requiring effects will be disabled by default.
Minimum for the first parameter is 1, which makes the game have 8 colors. Less than 1, makes everything black.
HUD and Menu are not affected by any of these...
First I did a r_glsl_dumpshader and then edited the default.glsl, replaced the #ifdef USEPOSTPROCESSING part with:
dp_FragColor.r = int(dp_FragColor.r * UserVec1.x) * UserVec1.y;
dp_FragColor.g = int(dp_FragColor.g * UserVec1.x) * UserVec1.y;
dp_FragColor.b = int(dp_FragColor.b * UserVec1.x) * UserVec1.y;
Then r_glsl_postprocess 1. And I think this screenshot was r_glsl_postprocess_uservec1 "4 1"
The first parameter is how many levels for the Posterize and the second parameter is some form of intensity, and should be 1 or below, otherwise it will burn.
Game Brightness / r_hdr_scenebrightness can also alter the way it looks. Very dark game levels + few levels for the Posterize may need some boost here.
It was possible to grab the blue key in the Battleships level before the pillar was lowered. I moved up to the table, and then run/bumped into the pillar, and got the key.
Maybe you need to make that key pillar wider or taller?
And so far this has been very fun :D
Yarr, this be the next thing I play!
Thanks. I'm using PNG with MD3. I'd actually like to get the palette and colormap to be used, but I'm ok with the current semi-paletted look...