Screenshots

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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KeksDose
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Post by KeksDose »

"KEKS YOU MANIAC YOU WANT TO BLOW UP EVERYTHING?"

...yes, and I have fun with the fixed alpha channels =)

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This is the most awesome explosion I had yet, and I didn't even work on it for a hour! \o_
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Enjay
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Post by Enjay »

Heh!

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InsanityBringer
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Post by InsanityBringer »

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I have no idea where I am going with this level as this is the third redesign. However, the level is kind of a refrence to games like Quake II where you had nice looking levels without too much detail.
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Enjay
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Post by Enjay »

Props from Dark Forces - but in model format

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Courtesy of the Dark Forces mod for Jedi Outcast / Jedi Academy.
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Enjay
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Post by Enjay »

I'm quite pleased how this turned out. Inspired by the "nanotech shield" used by Dr Capek in "Red Faction" I originally just drew a pixelated ball of glittery sprites around this guy on his actual attack sprites. However, I've resurrected him in GZdoom form and he can now spawn an actor attached to a spherical, rotating, translucent model that surrounds him.

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He's invulnerable whilst the ball is present making him harder to fight and allowing him to not be blown up by his own rockets if he hits a nearby wall or something with them.

I've used A_CPosRefire to keep him firing if he can see you so there are also a couple of walking frames in his attack sequence to preventing him standing and shooting at a wall if he has sight of you but his rockets can't quite get past. He will always move slightly between rockets.

I think the pink dynamic light needs to be tweaked a bit though.
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Rex Claussen
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Post by Rex Claussen »

Some screenshots from Paranoid, a work in progress for GZDooM:

[spoiler]Image[/spoiler]

[spoiler]Image[/spoiler]

[spoiler]Image[/spoiler]

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[spoiler]Image[/spoiler]

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You can see all the screenshots at the Paranoid page in DooM Nexus
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Azure Agony
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Post by Azure Agony »

Some screenies from my project with Jdoom models, enchanced standard Doom weapons ( own Doom Phobos mod ), custom 3d models and tons more.
Attachments
First test of replacing blood decals, as see they are "little" to big :)
First test of replacing blood decals, as see they are "little" to big :)
Screenshot_Doom_20080511_002333.jpg (44.6 KiB) Viewed 18947 times
Screenshot_Doom_20080511_134139.jpg
Screenshot_Doom_20080511_134139.jpg (60.2 KiB) Viewed 18949 times
Screenshot_Doom_20080511_134658.jpg
Screenshot_Doom_20080511_134658.jpg (54.79 KiB) Viewed 18951 times
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Blade Nightflame
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Post by Blade Nightflame »

Playing KDiZD, with Genesis Saga, plus a OpenGL bloom mod (Mainly for Doom 3, but works under DN3D fully, but very badly under Doom.. Only under specific areas and within specific angles.. Wish GZDoom supported it better. *hinthint* :P)

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Dave_B
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Post by Dave_B »

This is from my first major GZDoom project, which has just been released on Fileplanet & Planet Doom.
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screen05.jpg
screen05.jpg (15.35 KiB) Viewed 18322 times
screen01.jpg
screen01.jpg (20.43 KiB) Viewed 18319 times
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KeksDose
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Post by KeksDose »

Image
I should press that red "Don't push!"-button more often. It's the ion cannon for (professor :P) Icy's superweapon collection, and I kinda like it. There's lots of stuff happening actually not shown (like the targeting sequence), but this beam should bring it to it's point. :P Also, it made me find a few new techniques for the ZDRP, and it was fun to code.
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Rex Claussen
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Post by Rex Claussen »

Some more screenshots from Paranoid, a work in progress for GZDooM:

[spoiler]Image[/spoiler]

[spoiler]Image[/spoiler]

[spoiler]Image[/spoiler]

[spoiler]Image[/spoiler]

[spoiler]Image[/spoiler]

[spoiler]Image[/spoiler]

You can see all the screenshots at the Paranoid page in DooM Nexus
Karate Chris
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Post by Karate Chris »

Me and a group of people decided to play some Hexen GZDoom team deathmatch. All I can say is, it was great fun!

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There was little lag. If anyone is interested, here is the command line we used:

Code: Select all

-host 6 -netmode 1 -dup 2 -extratic -deathmatch +set teamplay 1 +fraglimit 25 +set dmflags 545924 +set dmflags2 64
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Rex Claussen
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Post by Rex Claussen »

Even more screenshots from Paranoid, a work in progress for GZDooM:

[spoiler]Image[/spoiler]

[spoiler]Image[/spoiler]

[spoiler]Image[/spoiler]

[spoiler]Image[/spoiler]

You can see all the screenshots at the Paranoid page in DooM Nexus
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InsanityBringer
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Post by InsanityBringer »

I got bored today.

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So I made a Pyro-GX model for gzdoom. Ignore the crap texturing job. I never generated a full UV map before.
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Alex-bomber_Man
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Post by Alex-bomber_Man »

Vow! Nice topic! Let me past some screenshots from my multiplayer GZDoom/Skulltag project Quaked DM.. Thats the temporary name ;)

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I create all he textures, models and sprites myself, so i would like ho hear what do you think about it :roll:
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