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Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Tormentor667
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Post by Tormentor667 » Thu Jul 12, 2007 15:07

Enjay wrote:Some of these special effects are looking very nice. I look forward to seeing them in action.
Exactly, I love your shots Keksdose, this is really atmospheric!

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Post by KeksDose » Thu Jul 12, 2007 15:40

Thx, but grab your own nose :wink: This looks uber.

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Post by BlazingPhoenix » Fri Jul 13, 2007 15:58

Think you could possibly whip up Heretic and Hexen versions, KeksDose? :P

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Post by KeksDose » Fri Jul 13, 2007 16:04

Of what? (Choose from these three things: Resource, Effects, "1337 Monsters"). If you choose effects/resource, it's already in development (Heretic version). But this is going to be a pain in the @$$, because I need the original code of every Actor in Heretic/Hexen.

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Torr Samaho
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Post by Torr Samaho » Wed Aug 15, 2007 20:40

KeksDose, the fire style in http://forum.drdteam.org/viewtopic.php?p=24917#24917 looks amazing. How did you do it?

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Post by KeksDose » Wed Aug 29, 2007 13:58

@solar
O_o
solarsnowfall wrote: A deadly trap

*Insert a hellish deadly trap here*

OMGFire version 3 is almost complete (for those who have subscribed to previous versions). Does anybody have a (somewhat) decent flame thrower weapon I could test this out with?
I think Demon Eclipse always had a nice one (if I recall correctly).
Also, I think many weapon mods have some decent ones (wasn't there this flame thrower patch for the good ol' Doom?).

And that effect looks really hellish. I don't want to get toasted in there :P

@Torr
My method is out-dated. I kinda change style again so I might tell something later P:

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Post by Tormentor667 » Thu Nov 15, 2007 21:56

Enjay's video rocks and I even know from which map it is :) Isn't it FBase3 or 4 from Boris? *G* Beyond, Keks, you are indeed a maniac, but these explosions simply rock!

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Post by Enjay » Fri Nov 16, 2007 15:18

Tormentor667 wrote:Isn't it FBase3 or 4 from Boris?
That sounds about right. 4 I think. :)

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Post by Nash » Mon Dec 24, 2007 13:11

Enjay's screenie proves that a good model with good textures CAN indeed not look toy-ish and crappy in GZDoom!

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Post by KeksDose » Mon Dec 24, 2007 13:13

:yup:

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Post by InsanityBringer » Sun Dec 30, 2007 19:33

@Enjay: Did you rip that model from Unreal tourament?

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Post by Enjay » Sun Dec 30, 2007 23:59

InsanityBringer wrote:@Enjay: Did you rip that model from Unreal tourament?
Yup, but its a little bit of a cheat. I couldn't figure out how to rip the normal player models so that's just the one you see on the player selection screen. So, it's just a single frame because I couldn't be bothered animating it. I just thought it looked quite cool. :)

As a side issue, the model normally uses 4 different graphics that get mapped onto it: chest, legs, face and hands IIRC. However, with GZdoom only supporting single images per model, you have to combine them all on to one graphic and remap everything. It's quite a pain. It'd be much easier if GZdoom supported multiple graphics for a single model. Half the models I've been looking at recently use that system.

Oh, and I also made the mistake of saving the model in the screenshot as an MD2 rather than an MD3 so he's not quite as sharp as he could have been.

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Post by Vader » Sun Oct 05, 2008 2:03

Awesome screenshots Rex, can't wait for Paranoid!

I've laways been a fan of Halflife (although I hate CS :P )

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Post by Graf Zahl » Mon Oct 13, 2008 19:23

Just a reminder: Screenshot posts that break the page layout will be deleted without any warning (just in case some person misses their screenshots!)

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Post by Jive » Tue Nov 18, 2008 2:17

Nash wrote:Enjay's screenie proves that a good model with good textures CAN indeed not look toy-ish and crappy in GZDoom!
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