What is P:STD?
It is a mod that's using 3D models exported from Postal 2, along with sounds, textures.
The main goal of the mod is trying to make it look and feel it's Postal 2 - Paradise won't get ported
On Friday where the Postal Dude was supposed to complete his job (retrieve items for his wife), at the very end Paradise has started to collapse, the Apocalypse has began.
In fear of the eternal damnation, Postal Dude made a huge risk and instead of going back to home, he started fleeing towards Phoenix without thinking.
Of course, when he realized it was a stupid decision, it was too late, his trailer, dog; Champ were still in Paradise, but not until when he saw his wife is road raging on the bridge that leads to Phoenix.
And the poor bridge cracked, then destroyed shortly after when she stopped the car (and the trailer) in front of the Postal Dude. What happens after is a chance for Dude to get his belongings back, and once for all deal with The Bitch.
Phoenix is a much stranger city than Paradise..
Hello, it's olzhas1one, back with another STD article. Today, we're gonna talk about the new stuff added during the last month, let's start with the most trivial thing:
Now, a very big feature that was added to Share the Doom is the SunSim shader (ZDoom Forums Post) which makes the models look "less flat", as now they are properly lit using an internal sun. They're not quite tuned properly yet but it's already a significant improvement over the default GZDoom model shading
While they're pretty niche, in my opinion, the AI will now smoothly turn to the player when bothered. The AI can now also wield rocket launchers, and will use an improved A* Pathfinding system (ZDoom Forum Post). The pathfinding is not quite tuned out yet, so we're not really showing it off.
Weapons have been untouched for a long time, but now Kizoky has decided to work on them, and now more weapons are functional. Kizoky will continue working on the weapons and will finish them all, before he'll go back to working on the AI
Now I have been working on the maps, and right now we've got around 35% of the whole map done (Early WIP stage, no details). I've tried using substractive lights as the means to replicate Unreal 2's raytracing system, it's up to you to decide whether it works or not.
As you can see, the maps are in a very rough early stage. We'll work on them more once we get the functionality of the game done.
(not shaded yet)
That's all we have for today! If you wish to try these changes out, you can grab yourself a build and compile it from GitHub: Github Repo, or wait for Kizoky to release a compiled build.
Thanks for reading!
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