Forum posts

Posted 6 years ago2017-09-05 12:25:46 UTC
in Post your screenshots! WIP thread Post #337303
@Admer456 - You were outvoten, now you have to make that Quake mod.
Posted 6 years ago2017-09-04 17:56:24 UTC
in Post your screenshots! WIP thread Post #337285
QuAdmer would be more fitting...
Posted 6 years ago2017-09-04 09:27:54 UTC
in Now Gaming: ... Post #337277
I love STALKER series. Played only Shadow of Chernobyl and Clear Sky though, and without mods (next time I'll play, I'll pick up Autumn Aurora).

Currently gaming:

1. World of Tanks.

Grinded my way to tier 7 tank destroyer, and blast through enemy tanks. Fucking Ikv 90 B can penetrate Tier 9 armor as if it was made of paper - and that's with stock gun!

2. The Dark Mod - the best Thief like game out there IMO. Even though the setting is different, it feels much more like a sequel to Thief than Deathly Shadows (which was awesome) or Thief 4 (haven't played it, but reviews and thief community call it an utter disaster). Once I'll get through all fan missions, I'll make my own campaign for it.
Posted 6 years ago2017-09-03 11:03:41 UTC
in Post your screenshots! WIP thread Post #337257
Doom 1 and 2 runs on id Tech 1. Quake 1 runs on id Tech 2, it was heavily modified for Quake 2, but in the core it's the same engine.
Posted 6 years ago2017-09-03 06:54:42 UTC
in Post your screenshots! WIP thread Post #337252
I don't underestimate old engines, it's just that their limits often lead to thoughts like that. Fill several complex free-grid cliffs with several grunt squads and aliens, and framerate will drop considerably. This is often the thing for levels built on grid as well. There's also the risk of getting off-grid vertices or clipping issues.
Posted 6 years ago2017-09-02 21:49:50 UTC
in Post your screenshots! WIP thread Post #337245
@Admer - Several areas like that on one level would kill GS.

@Windawz - Really cool brushwork! You really should start a Quake or HL level pack or mod.

Here's my latest work. The almighty BanHammer...
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It looks kinda unweildy, but it follows the "Banning ain't easy" route.
Posted 6 years ago2017-09-02 16:25:14 UTC
in Now Gaming: ... Post #337241
Doom 4 is the only part of the series that I haven't played yet. I enjoyed Doom 1 and 2, and loved third one even more. Sure it wasn't the same, but damn that game had great atmosphere, gameplay and just looked amazing (especially hell levels).

I'd pay any money for Heretic 3 or Hexen 3, just like Half-Life 3 (Raven can't count to 3 like Valve?). Too bad that EoC somewhat died out, could've been a great mod.
This post was made on a thread that has been deleted.
Posted 6 years ago2017-08-31 18:49:10 UTC
in Post your screenshots! WIP thread Post #337195
Great model and render Crollo!

I use Blender only for animating and exporting, I somehow can't stand it's UI and workflow when working on anything else...

After a loong while of procrastinating and being busy as hell, here is my latest work. A really simple ruined wall with window, made with quads and tesselated, should be about 256 units high and long after scaling it 16 times up. It's already UV Mapped, but I haven't worked on it's texture yet.
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This post was made on a thread that has been deleted.
Posted 6 years ago2017-08-27 18:58:24 UTC
in I will Begin! Post #337108
Because you're not even trying. If you want to learn it, you'll have to do nothing else, but spend 10+ hours a day using your PC, learning how to code.
I wish I could spend 10+ hours a day on anything related to my projects... I spent half an hour to full hour a day to learn coding - I can write quite a lot, compile game engines and tweak some stuff, port game code between engine forks - and that's what basic understanding and familiarity gives you.

But the thing is not spending great amounts of time on learning something like writing your game from scratch without coding knowledge. You really have to start with basics and learn actual stuff about programming language to use it efficiently. You failed not because you didn't wanted to learn it or put not enough effort - but because you tried to chew off more than you could.

Like I posted earlier - start with simple tutorials and learn the language you want to use before trying anything too complicated.
This post was made on a thread that has been deleted.
Posted 6 years ago2017-08-25 10:38:45 UTC
in HL2: Episode 3 Post #337021
I'd much rather prefer if HL2 was more Ravenholm-esque post apocalyptic survival on Earth swarming with Xen aliens, HECU and soldiers still trying to fight them off, and Shepard coming back to kick Gordon's ass to space.
Posted 6 years ago2017-08-22 21:31:59 UTC
in Post your screenshots! WIP thread Post #336998
Learned how to make UV Maps in Wings 3D - much easier, quicker and more effective than LithUnwrap.
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I assigned each body parts different colors, then I could select parts of the model by material, separately UV Map them, combine them into one proper UV Map (uniform scaling, move and rotations), created texture and then exported it.

Exported to 256x256 .bmp, no stretching issues. I actually UV Mapped only half of the model - the other half is a virtual mirror!
Posted 6 years ago2017-08-21 09:17:22 UTC
in Post your screenshots! WIP thread Post #336973
[quote]And last, but not least, I didn't finish:
  • My education[/quote]
One does not simply finish education. Shit takes whole your life and at the end you realize that you don't really know anything...

Quake modding is very similar to HL modding. Main difference is that you script game logic in QC and compile it into progs.dat, rather than compile .dll
Posted 6 years ago2017-08-20 12:12:53 UTC
in I will Begin! Post #336952
Start with basics of coding - writing hello world, learning variable types and their uses, basic operations and instructions like if...else or switch-case, loops, functions - things you'll need to code anything. When you grasp that, move on to objects and classes.

When you learn basic and more advanced stuff and practice a bit, move on to something like Allegro, SDL or SFML if you want to make a game from scratch.
Posted 6 years ago2017-08-20 09:16:00 UTC
in I will Begin! Post #336945
Less features, much worse debugger, it probably wasn't updated since a long time. You'll spend more time trying to configure it to use different libraries. You won't be even able to compile Half-Life SDK with it, since it used VS compilers.

It might be enough for starting out, but once you'll move further you'll replace it anyway.
Posted 6 years ago2017-08-20 07:20:42 UTC
in I will Begin! Post #336942
Dev C++ is trash IMO. You may also want to start out with basic coding tutorials and something simpler than a roguelike. Guess that these tutorials use Curses or nCurses, so they'll teach you more of the library stuff than just C++
Posted 6 years ago2017-08-19 20:41:27 UTC
in I will Begin! Post #336939
Like Solokiller said - get an IDE. Visual Studio Community is free. Code::Blocks is also a good IDE (and weighs much less if download speed is a problem), though it's debugger is not as good as VS'

I started out with Code::Blocks and now mainly use VS, though I still have C::B with MinGW compilers somewhere...

There are many other IDEs in the web, Visual Studio is the most recommended though.
Posted 6 years ago2017-08-16 16:12:04 UTC
in Post your screenshots! WIP thread Post #336915
Getting a better hold of terrain modelling in Wings without using heightmap generation nor sculpting. I may test exporting terrain from Terragen 4 one day...
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Posted 6 years ago2017-08-09 07:53:51 UTC
in Post your screenshots! WIP thread Post #336826
Very early WIP texture tests, these won't be used too much, it's to better feel texturing for that engine.
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Posted 6 years ago2017-08-08 12:30:19 UTC
in HYPE TRAIN! Post #336813
There are mods that make TES games mechanics more bearable for new players. Can't remember off the top of my head, might check if you want to.

Honestly Oblivion and Skyrim aren't my cup of tea. Sure they are fun to play once in a while but they get boring for me pretty quickly, and I enjoy combat system and atmosphere of previous games more than newer ones. To this day I remember my first vampire ancient in Daggerfall or first visit at Scourge Barrow, or nightmares you get as a vampire in Morrowind or getting attacked by cultists during sleep, or any of the places you could visit (fortresses, caves, crypts, shipwrecks, 6th house shrines)... Don't have really many memorable moments from Skyrim, from Oblivion I recall a random encounter with ghost in some shipwreck, though I think that more due to ghost being some strange luminous levitating goo.

We'll see what TES VI brings...
Posted 6 years ago2017-08-08 11:48:24 UTC
in HYPE TRAIN! Post #336811
TES III: Morrowind Multiplayer

Can't wait for improved release + mod support. I'll be rocking undead hunter build with group of other players, with The Undead mod that adds hundreds of new varied monstrosities...
Posted 6 years ago2017-08-07 17:59:47 UTC
in Post your screenshots! WIP thread Post #336782
Continued work on base humanoid model. I think that there might be something wrong with head/neck, but it's all a matter of few quick edits.
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Posted 6 years ago2017-08-07 09:05:36 UTC
in Post your screenshots! WIP thread Post #336761
Great progress Crypt!

My latest tinkering. From this:
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To this:
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I edited dialogue in resource file to change the layout, a few really simple edits but make a big difference, especially when the window is not resizeable and making it one has issues.
This post was made on a thread that has been deleted.
This post was made on a thread that has been deleted.
Posted 6 years ago2017-08-04 14:03:27 UTC
in Post your screenshots! WIP thread Post #336715
Now I wonder if those legs aren't a bit too long... This is basically how I always do my humanoid models, there's always something to fix in proportions.... Shot without head and arms.
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Posted 6 years ago2017-08-04 11:28:19 UTC
in Post your screenshots! WIP thread Post #336704
Modelled a low-poly, simple, 100% symmetrical humanoid base for models so I won't have to repeat most steps when modelling characters. Lacks hands and feet, hips are set wider to make it more of a feminine base (easy tweak to make masculine base anyways), and is 16 times smaller than player models for GoldSource/id Tech engines. I somewhat prefer to work in small scale then scale it up, as in:

1 = 16
0.5 = 8
0.25 = 4
0.125 = 2

0.0625 and 0.03125 used only for subtle yet noticeable tweaks.
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It's similar to my other human-like models, as I use one quick and efficient method for humanoids. 116 quads, giving 232 tris after tesselation. It won't be that much of a nightmare to animate as well.
Posted 6 years ago2017-07-31 15:15:02 UTC
in 3D graphics in C++ Post #336608
Maybe tell us first what are you working on, post a link to it or describe it. You need to compile your code into executable to run it (if it's hl mod, compile into dll and place in dlls dir in your mod's directory).
Posted 6 years ago2017-07-31 14:43:29 UTC
in 3D graphics in C++ Post #336606
What's giving you problems?
Posted 6 years ago2017-07-31 14:42:27 UTC
in TWHL Pockets Post #336605
Wow, some really good maps out there. I haven't moved even slightly, been busy and kinda lost incentive to work on my map (I planned to do something like Dr. Orange's map, only that house/office sections were meant to be broken by trippy areas). This, and I don't even have a clue where to put the airlock on my level and how player will access my realm from it.
Posted 6 years ago2017-07-29 11:59:21 UTC
in Now Gaming: ... Post #336534
@Windawz

I play without DSFix and don't have any problems with the clunky PC port. Git gud casul.

Haven't played Dark Souls 2, but played 3, it's definitely worth playing.
Posted 6 years ago2017-07-27 18:33:57 UTC
in Now Gaming: ... Post #336477
Dark Souls: Prepare to Die Edition
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Recently beaten super Anor Londo bros and great wolf, shots taken at Darkroot Garden bonfire. Next stop: Ruins of New Londo.

This character is fashion souls build, which means that it's mostly centered around character's appearance, but it's still a heavily armed killer machine.
Posted 6 years ago2017-07-27 16:05:54 UTC
in TWHL Pockets Post #336465
An early snippet to bring up curiosity....
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Posted 6 years ago2017-07-26 16:35:26 UTC
in TWHL Pockets Post #336416
I simply made a 1024x1024x1024 cube coming from beginning of airlock doors and cloned whole airlock to the border of it (the second airlock is out of cube).

Made several new textures, they start with sne_ prefix. I won't need to add any other textures than those, so you won't see too much of new ones from me.

Got like, 25% of map ready. This'll be a quick dimmension to hop through.
Posted 6 years ago2017-07-26 12:07:05 UTC
in TWHL Pockets Post #336404
Since the airlock is released, I'll start today.
Posted 6 years ago2017-07-25 21:03:30 UTC
in Post your screenshots! WIP thread Post #336374
I think he meant that there are no detailtextures in use on that rock.

If they don't work, then they must be badly set up in the first place, like texture names not matching or some other problem with setting them up properly.
Posted 6 years ago2017-07-25 16:07:24 UTC
in TWHL Pockets Post #336362
Count me in. I already have an idea for it!
Posted 6 years ago2017-07-24 21:13:57 UTC
in Post your screenshots! WIP thread Post #336325
Great shots Victor! And I agree with Trempler, you're a great mapper Windawz!

Modelled out a simple fountain:
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Posted 6 years ago2017-07-24 06:12:15 UTC
in 3D graphics in C++ Post #336290
Visual Studio community is free, you just have to connect with a Microsoft account (or add an email, did it so long ago that I don't remember), and you'll be able to use.
Posted 6 years ago2017-07-23 21:13:05 UTC
in Post your screenshots! WIP thread Post #336280
Well, looking at those screenshots now I see why new new method is quicker.

The ModDB page is updated infrequently, though I changed the description lately.
Posted 6 years ago2017-07-23 20:13:15 UTC
in Post your screenshots! WIP thread Post #336275
There's nothing to port, so far I made only concept arts and such, there's no gamecode to move and I decided to make better models anyway. If I'll get anything done on it, I'll most probably release modding info.

I understood how that method works. What I meant when asking is it a reference I asked if those walls are going to stay there once the tunnel is ready.
Posted 6 years ago2017-07-23 20:09:09 UTC
in Well... Some help for Sledge. Post #336274
As Urby said, faulty FGD. Try with this one, and also include zhlt.fgd coming with VHLT.

Literally Half-Life .fgd

EDIT: Ninja'd by Windawz....
Posted 6 years ago2017-07-23 20:02:55 UTC
in Post your screenshots! WIP thread Post #336270
This new way of making caves looks neat. You're using those bordering walls as reference?

Yep, an idTech 4 with idTech 5 rendering code and further modifications. This is just messing with engines in general. And I couldn't get it to work before... just had to prove myself that I can resurrect it. If I can manage to improve game logic and assets further, I could make my project on it.

The engine comes with numerous in-built tools (lights, GUI, ragdoll, particle editors, script debugging). It just has much less documentation than UE4 (I find blueprints and it's other graphical editors more confusing than writing doom3 scripts...), full collision model, AI, area awareness system with dynamic obstacle avoidance and proprietary physics engine (proprietary = written by id, GPL).
Posted 6 years ago2017-07-23 16:56:17 UTC
in 3D graphics in C++ Post #336258
I had similar attitude to learning C++ several years ago. What will help:

Don't start learning to code with trying to learn OpenGL or some other graphics API. Go with simple tutorials that would give you understanding of what coding is and how computers work and some basic code understanding.

Learn by practice. Following tutorials just to get done with them won't make you a good coder. Start with writing some simple programmes that make simple tasks, then as you learn more and gain more experience - build upon them or make something more complex from scratch.

Check numerous references - you won't find all the info in one tutorial.

And my last advice - be patient, or if you can't - be stubborn. Patience and/or stubbornness will make you go through with all problems along your coding way, or at least make it less likely for you to drop the project out when something goes wrong.
Posted 6 years ago2017-07-23 16:47:32 UTC
in Post your screenshots! WIP thread Post #336256
So today I:
  • Compiled SE2 engine sources (RBDoom3BFG engine, modified by motorsep and hit team for Steel Storm 2, released GPL).
  • It came with minimal assets for the engine to run at all (swf menus, hud, some of required assets like fonts), but not for running maps (would stop on loading, console throwing out errors), so I checked EoC mod and d3starterkit for reference, added some base assets and implemented my own base game logic.
  • Removed requirement for player to start with a model (as simple as turn spawnargs and model checks into comments). This would be better in the long run, as I won't be stuck with D3 rig and would be able to model player my own way (base engine searches for hardcoded joints and bone names).
  • I actually tried to make my own player model first, so I hastily modelled it out, made fast UV Mapping, rigged in blender, added idle animation then exported to md5 before taking coding approach. Learning how to rig and animate models in Blender as well.
  • Configured level editor and made simple room with player spawn and light (brightness is much too strong though).
Did all of the above in between being a "taxi" for my pal, doing some housework and running errands. This is the effect:
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The 64 dev texture has normal and specular mapping. HUD was made by engine authors for their project, but fiddling with SWF (or restoring old Doom3 GUI and making new one) would take too much time for a "Just run a map today".
Posted 6 years ago2017-07-18 17:20:14 UTC
in Post your screenshots! WIP thread Post #336135
The claustrophobic feel was intended.
Posted 6 years ago2017-07-18 17:12:59 UTC
in Post your screenshots! WIP thread Post #336132
Height from floor to ceiling is 128 units, standard for HL.

Lighting is WIP, and it's brightness was already reduced.
Posted 6 years ago2017-07-18 16:16:25 UTC
in Post your screenshots! WIP thread Post #336125
More screenshots:
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Added a chest of drawers and wardrobe, window and outdoor part, which might also change, depending on from how many areas it would be visible.