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Doom Corner  "for all Doom related discussion"

#511

The Revenant looks all patched up like its description in Doom 2.
1

User is offline   nukemania 

#512

View PostLunick, on 04 August 2015 - 10:15 PM, said:



This is friggin awesome. I had been wondering for a long time if that alpha build would ever become available, especially due to many of the screenshots that were available. No doubt there are other alphas/betas that will hopefully surface from obscurity.
1

User is offline   Tea Monster 

  • Polymancer

#513

It's a shame about the Doom 4 editor. It looks like a storming engine. PBR, none of that messy megatextures. Sigh. It should be possible to hack config files and possibly even swap out models. See what happens.

This post has been edited by Tea Monster: 06 August 2015 - 01:48 PM

1

User is offline   xenoxols 

#514


Gonna start this up again.
1

User is offline   xenoxols 

#515


1

User is offline   Tea Monster 

  • Polymancer

#516

Posted Image

This post has been edited by Tea Monster: 11 August 2015 - 03:34 PM

9

#517

That's one... doomed... Hell Knight. Knight me or bite me, Hell Knight. (edit: woops it's a doomed Cyberdemon, still. Knight me or bite me, man)

This post has been edited by PsychoGoatee: 11 August 2015 - 04:26 PM

0

User is offline   xenoxols 

#518

Posted Image
More work on my thing. Now it has time travel!
3

User is offline   Lunick 

#519


2

User is offline   Lunick 

#520

Posted Image
11

User is offline   FistMarine 

#521

edit

This post has been edited by FistMarine: 11 December 2016 - 06:37 AM

2

User is offline   xenoxols 

#522

Posted Image
Little side project.
2

User is offline   Lunick 

#523

http://enulmer.devia...angle-557420310

Posted Image
3

#524

View PostLunick, on 31 August 2015 - 04:57 PM, said:



I want those!
0

User is offline   xenoxols 

#525

Posted Image
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http://forum.zdoom.o...hp?f=19&t=49483
0

User is offline   Mr. Tibbs 

#526

Old news but Doom's multiplayer has been outsourced to Certain Affinity. Maybe Charlie's working on it?
Posted Image

Quote

On Other Upcoming Certain Affinity Projects

Hoberman: We have a game that we've been developing the multiplayer component, in its entirety, for about two years. Our involvement hasn't been announced. We're thinking there's a chance there'll be an announcement later this year...but that's the type of project that complements this other game so well. We outright own all of the multiplayer, from the ground up, from the beginning, of a big, triple-A FPS game. But we have to work with our publishing partners on the announcements for these types of things.


EDIT: Also, id's tech team is entirely new, and mostly based in Germany. - LOL!

This post has been edited by Mr. Tibbs: 01 September 2015 - 02:21 PM

0

User is offline   Striker 

  • Auramancer

#527

Certain Affinity is a good studio, so I have high hopes.
0

#528

Posted Image

the fruits of my boredom

I'd record a video but I'm tired
1

#529

Posted Image

Completely rewrote the renderer in 3DGE. Supports bump maps, normal maps, dynamic lighting and Doom3-style shadows, multiple lights and colors, specular highlights, environment maps, and more. Still working on even more advanced things, like decals, shader-based Sky system, reactive particles, per-pixel bounding boxes on 3d models (physics, basically) and more.

Screen is from Hypertension, testing a quick normal map just to show it off.
4

User is offline   Lunick 

#530

Posted Image

A "Linguortal"

http://www.doomworld...pid-bsp-tricks/
2

User is offline   Micky C 

  • Honored Donor

#531

Isn't that sort of thing incredibly easy in Duke?
1

#532

Linguortals are impressive, but they are only for Vanilla enthusiasts (some branches of chocolate doom will also render the effect). GL Ports cannot do this as they have to recompile the nodes anyway - I tried, and failed rather quickly.

Still cool asf though!
0

#533

Is this where 3DR got their inspiration for Prey?


Pretty sure one of those old Prey FAQs or Polytex notes mentioned something about finding a bug in BSP trees that became the basis for Prey.

This post has been edited by PikaCommando: 16 September 2015 - 07:40 AM

-2

User is offline   Lunick 

#534

Lost Soul Quake Style
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https://twitter.com/...221897023070208
4

User is offline   HulkNukem 

#535

View PostLunick, on 12 September 2015 - 04:52 AM, said:



Unreal and Unreal Tournament '99 had this too, and I remember discovering it as a kid making crappy custom maps back in early 2000's.
I made a specific level that if you ran through a corridor in one direction, you would never know the portal was there, but if you ran around the other direction it was walled off by a brick wall. If you ran through the portal backwards, the wall kinda just instantly appeared. It was a neat trick chasing my brother down who would try and run away only to run into the wall he just ran out of.
0

#536

Some other art by the guy who made Doom 1's cover, from John Romero's Twitter.

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8

User is offline   HulkNukem 

#537

That helmet
1

User is offline   Tea Monster 

  • Polymancer

#538

I love the way that these video game covers all seem to take place in a strange alternate universe with it's own peculiar physics, human anatomy and materials.

I mean, just check this shit out:
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The 80s were wonderful as you could get your painting onto store shelves with only a grade-school art diploma.
2

User is offline   Tea Monster 

  • Polymancer

#539

Doom 3 style Lost Soul
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This one isn't mine, it's by CGPhantom.

This post has been edited by Tea Monster: 22 September 2015 - 02:18 AM

0

#540

Been working on a Lua-oriented source port for a while now, and I finally got script delays working.

Posted Image

This post has been edited by TheZombieKiller: 22 September 2015 - 06:00 AM

1

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