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Thanks... I hope so :)
If using the centered position, the third person model use the previous right or left position for the weapon.
If using the chase camera and have the camera off the center, the off center gets flipped with weapon flipping. But maybe this camera flipping should be optional.. may be somewhat disorienting.
The completely black polygons in player's arms/weapons should have been yellow. Some issue with the MD3 exporter for Blender. Apparently it doesn't like the way I've set up how the weapons are attached to the arms.
I've fixed it...
It's been a while, but if I remember correctly, the bullet does 128 damage.. but you need to get gibbed to trigger the room exit.. and to gib player in Doom, you need to have negative health less than -100.
I was thinking player gets to choose the vehicle at the start of every mission or something like that.
Thanks. Done some combat testing now too. Both modes feel useful and survival rate seems to be higher when using both modes.
And forgot to mention in the description, the Tank Mode also got the "circle strafe around enemy" feature. In liquids the Tank Mode can move like the Flight Mode, but it's still slower.
And also removed the get damage from bumping too hard into walls/enemies. The earlier bump code was kind of oversensitive, and new bump code was only able to detect quick impacts properly.. but trying to slide along a surface or flying away from the surface also triggered it.. uh-huh...
Yea, and there should be some surface sliding enemies too, and maybe some that could change their movement mode like player.
Maybe I continue the alien shooter some time, though it's possible it would use a minimalistic style like this. For now I'll try to get this flight game done, at least it has progressed further than the alien shooter...
Plus it seems this flight game is more challenging. It took me at least 10 tries (without saving) to complete the level shown in the video. With the alien shooter I could record multiple (complete) playthroughs just to find the one with the most interesting combat events...
The new look is something I used with some Doom model/texture pack I was making at the start of the summer. It was pretty fun and fast. I was able to replace all weapons, all items, some monsters and some decorations in just a couple weeks, plus also did some textures, sounds for the weapons and few levels.
As I keep changing stuff every few months, because of getting bored or whatever.. maybe with this kind of simple style I can get it done before I want to change it again.
At the moment it's still kinda DOS compatible too... No idea if it stays like that. If I change something in the engine source code, it's going to be WinQuake engine's source code that I change & compile into a new exe. Some of the limits in the original exes are a bit annoying, but sure I can get the game work within those limits.
If the game works in the original exes, then it should also work in any other Quake engine, although so far what I've tried, other engines have too much enhancements for the Quake game, and so they might not look right or even play right. It's basically kinda unplayable in GL/hardware rendered engines...
Looks very action packed! :D
Probably all weapons could heat some. They could all use one heat counter, so if one weapon overheated, you can't fire other weapons either. Or each weapon has own heat counters, though you only see the currently selected weapon's heat.
Missiles/etc don't generate any heat. So you could fire them while the Main Weapon is heated.
Being in lava could generate heat, and if missiles/etc can be destroyed with damage.. well, then lava is a very bad place to be, as your craft would heat up, get damaged, and your missiles would explode before hitting the enemies.
Also it seems that the view models are clipped by everything.. if player's view offset was close to the floor, the view model might get clipped by the floor.
They get clipped with enemies/etc, so if I put the big sword back into this, it could actually look cutting the enemies, instead of being waved in front of them, never even touching. But maybe swords fit better for some other game...
GLQuake kinda does it too, but not as well as software.
Thanks. Though, I quite liked the high contrast look in the 16 color palette.
This 256 shader also does a lot of those "zebra" artifacts, like seen on the shoulder pad thing on the left. More artifacts when texture filter is on. And looks kind of annoying when it's in motion.
Maybe I'll use 32 colors to keep the high contrast look, but have a bit more shades and colors than with 16 colors.
I ran the "Random Mission Testing" video/demo with timedemo with 4 different GLSL shader settings on my laptop and old computer. I used 1280x720 resolution on both computers, and water reflections/refractions were disabled.
Laptop Results, min/avg/max fps:
No GLSL shader: 137 260 605
16 color shader: 136 259 518
32 color shader: 136 247 514
Posterize shader: 139 264 571
Old Computer Results, min/avg/max fps:
No GLSL shader: 94 200 486
16 color shader: 92 173 387
32 color shader: 69 138 387
Posterize shader: 95 198 474
The laptop was kinda high-end laptop 4 years ago, and the old computer was some medium/high-end some 8-10 years ago. Trying to play with older than that is probably not going to work smooth.
Mission: Find the alien...
The first mission in the video has a palette swap, though the nightvision mode also swaps the palette. The other palette is still just 16 colors. This way some levels could have violet and different tint on the grey. It could be something to set into the levels or randomized.
Player got a portable medikit, but it doesn't have any model yet.. just needed to add some medikit function already.
The weapons don't have animated parts or muzzle flashes yet. I'll do them some time later...
The ambient sounds are also randomized a bit. Each ambient sound entity has a list of sounds it can play.
If the water is brush entity, and has transparency/alpha, then the framerates drop a lot with the RT lights (both world/dlight).
The water can have transparency/alpha without the reflections, and with RT lights without framerate drops. Just needs to have transparency in the texture. Though then the texture can't be paletted (and I kinda wanted them paletted).
Also brush entities with liquid content crash the game if it's Q1BSP and a Shambler size entity touches it. This level in is Q1BSP...
I'm thinking I'd use the Q1BSP for less hassle with lighting.. lightstyles don't need to be RT lights. And I just thought that I could use the lightstyles to switch some of the lighting randomly on/off: like have day/night cycle, or some other light changes.
There's total 27 RT lights in the level, and there's probably always at least 10 of them visible, which is maybe a bit too much. Open areas with lots of little lights don't work so well with RT lighting. Have to cut way too many of them away or make them not cast shadows.
Yea, sure, I had some little flying insect looking alien model somewhere.
Abuse is one my favourite games.. and one of the main inspiration sources for this.
It's a bit both, and it's simpler to make the graphics when there's a pretty limited set of colors available.
And maybe I use the (currently automatic) resolution scaling to scale it to 640x400 (or 360, 480). Like the Doom version had this resolution. Though if it should mimic some old VGA modes, then at 640x400 there can only be 16 colors... En.wikipedia.org
I've also chosen the colors to the palettes using VGA limit of 6 bits for each Red, Green and Blue channel.
I guess I could use the VGA limits on both the resolution and colors. The 16 color palette is about complete.
Turning texture filtering on, can make the dithering rounder, so it doesn't feel so sharp on the eyes.
Initial test on this shows I could load multiple map bsp into one level, they have collision and lighting properly.. could even rotate these. But none of the entities from the extra maps spawn. This wouldn't be big problem for players and enemies, but what about doors, elevators, buttons, triggers.. can't just randomly spawn these.
It would be nice if it was possible to load multiple maps into one level. Like have a 4x4 grid, and each grid block would be a random map. I wonder if this would work in DP.
The palette filter should be on, disabling it is a cheat.
Texture filtering settings are changeable. Used a cvar to make changing it easier.
Don't know yet about the low video resolution scaling. It would definitely fit the graphics style, but it makes it difficult to see far.
I thought to use some randomized maps/missions. Player buys stuff in the Start level, select mission from a list. The level for the mission is selected randomly. Player's spawn point, enemies spawns etc would be randomized. Complete/abort/fail mission, and player returns back to the Start level.
Enough missions complete: final mission available. Complete the final mission and player wins the game.
Argh.. the screenshots got ordered backwards, so this is the oldest screenshot from the new screenshots...
Doom and Quake I think. Don't really have much other games from that list.
Looking interesting. Good idea. Something like that could also work on a regular platformer to make it more 3D like.
It could probably work with another Quake based engine, if it supports MD3, Q3BSP and maybe some QC extensions.
The lighting is pretty much what I want for this. The only thing missing is non-realtime lights with lightstyles (flickering, blinking, glowing). Doing them with realtime/dynamic lights is just a little inconsistent as they cast shadows different than the lightmap lights.
I've changed engines enough in my other project, so I'm not going to do that with this.
Oops, there's a little bug. Player was meant to be able to do mid-air jumping in E1M8, but it seems to have gone broken. So I recommend not playing that level with this version, or if you do, change sv_gravity to 800 in the console...