Sorry it's been taking me a while to reply. I've been working on a Smooth Doom compatible version, but there's a lot of work still to do and I got hung up on problems with things like colored blood pools, so for now it's unsupported.
Sorry it's been taking me a while to reply. I've been working on a Smooth Doom compatible version, but there's a lot of work still to do and I got hung up on problems with things like colored blood pools, so for now it's unsupported.
I can't reproduce this and I don't change anything about weapons except pickup sprites. I assume it's in multiplayer? Are you using other mods?
Update #15:
New model: torched tree.
Minor tweaks to tall torches, barrels, and some others.
Added decals in an effort to make them more consistent with the look and resolution of vanilla Doom and my voxels.
I had planned on doing more new voxel work for this mod, and I actually made at least 70-80 new models this past week, but almost all of them were specific to other mods and IWADs. They'll be released soon.
Yes, these spheres kinda suck. I'll probably add an option to turn them off in the next update.
Update #14:
Partial invisibility sphere.
And I totally screwed that one up, so here's Update #12! I may have gotten a little overeager to put out updates.
#11 adds a similar Invulnerability Sphere prototype. The glitchy face thing is more pronounced on this one, unfortunately. And it's still just faces instead of a whole head...maybe later.
Update #10:
Soul Sphere (prototype?)
I actually like how weird it looks right now, but maybe that's the laziness talking. Let me know what you think!
Update #1:
I've included a version for use with software rendering mode.
I'm sorry that torches still haven't been fixed.
Update #9:
Just some quick and dirty fixes to improve functioning with Smooth Doom and probably Brutal Doom. Nothing else yet.
Update:
Gave the candles and candelabras flame effects.
Ditched the ANIMDEFS so that textures don't warp anymore.
Added brightmaps to textures that previously warped, among others.
Added some voxels you might never see.
Et cetera.
Update: New head on a pike and fire can (that I really need to draw new flame sprites for), revamped tech lamps with transparency effects, and probably other things I forgot.
V.2 Update:
Ryuhi developed a script to angle key gizmo statues away from the walls, so the weird double statue thing is gone and everything looks that much better. Three cheers for Ryuhi!
Update:
Medikits, stimpacks, and berserk packs now have glowing symbols.
Various minor tweaks to other voxels.
Lighting has been changed. Attenuated lights are not working for me; I've switched them to be 'normal' lights so that they actually light up voxels.
There are now brightmaps for textures and flats. Let me know if I should leave these in or make them an add-on.
It requires a little more work than adding a line. It's on the to-do list, and I'll probably release it in an update this weekend.
It should be fixed now. Thanks for letting me know!
reikall
nemo joined
I love Castlevania, '80s schlock horror, psychedelia, post-punk, and learning about the ancient world. My dryer lint is as black as my soul.