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Thread: General DoomSharp() Discussion

  1. #881
    Retired G&G Mod NoteMe's Avatar
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    Re: DoomSharp

    Quote Originally Posted by Phill64
    well, i did it for you..

    and to do it, just right click on any project u have open and 'add new item' pick icon file, then you need to create a new type for the size u need, and delete the one in there. open ur old image in paint, copy & paste and save the file, you're done

    BTW: glad you like the hell theme, i should do a couple more themes, not sure what though, maybe a laboratory or something

    Thanks a bunch. I will try to remember that to next time. Not that I had any projects open anyway though...


    I am looking forward to new themes from you. It really looks like you know design. Much much much better then my imagination could ever come up with.


    Thanks
    - ØØ -

  2. #882
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    Re: DoomSharp

    I have used the last 3 hours or so on waiting for wossy to send the files. But since I get bored easily, I started to design a web site. I liked the Mozilla Firefox Deer Park theme so much, so I stole some ideas.....bad me..

    http://www.mozilla.org/projects/deer...es/alpha1.html




    DoomSharp();


    - ØØ -

  3. #883
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    Re: DoomSharp

    I think I've finally figured out how the camera works... phew. that'll help a lot.


    Woss or Noteme, do you have a version of the map viewer updated with the distance darkening?

  4. #884
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    Re: DoomSharp

    Nope, and I wasn't actualy thinking about making one either. The map viewer I made was just made because of your command.

    Wossy hasn't come online yet. So I havn't had the chance to look at the bugs at all. And not been able to update the code either..

    - ØØ -

  5. #885
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    Re: DoomSharp

    okee. any screenies won't look quite as good, but they'll work no problem.

    Keep up the awesome work! I'll report problems as/if I find them.

  6. #886
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    Re: DoomSharp

    Fine, I really appreciate your help. You are helping us speeding up the process here. Thanks


    - ØØ -

  7. #887
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    Re: DoomSharp

    the latest is this.. its a tunnel texture!

    (yes it will look funny on an angle) but its not designed for that, it's only to be put at the end of a real tunnel like i have done here (will look better with dist darken)

    it's purpose is to be the exit on the hell maps
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  8. #888
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    Re: DoomSharp

    Nice nice nice...looks perfect to me...you are atrue map designer..:


    - ØØ -

  9. #889
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    Re: DoomSharp

    Are you positioning the camera inside a corridor looking down or from outside the end of the tunnel looking in?

  10. #890
    Frenzied Member Phill64's Avatar
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    Re: DoomSharp

    from outside the tunnel looking in

  11. #891
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    Re: DoomSharp

    Error message when trying to place the camera in a room?

  12. #892

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    Re: DoomSharp

    Quote Originally Posted by Phill64
    hey w00sy or if you currently have it noteme
    could you show me what this scene looks like with distance darkening?

    see'ing if fake lighting (like wolfenstien and doom) will look alright
    Dude, you are pretty well in tune with what we are after. I like your creativity, like the fallen ceiling panel, that is neat. I'm frankly impressed.

    For my intro screen I want to eventually have a 800x600 image, preferably inspired by the original Doom (or Doom 2) cover. I want it to be pixellated slightly so it looks retro. Would you be interested in coming up with some concept sketches? As we havent finalised our color scheme yet we just want a rough idea of the layout fo the intro image.

    I'll leave you with this, I took the liberty of designing a more obvious test map for this lighting. Lights alternate like a checkerboard pattern. I rendered it in max quality too because it wasn't so obvious in normal. So you can see that it does work in conjunction with DD. But you'll need to increase the contrast between ligh and dark even more on your textures. Good ideas though.
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  13. #893
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    Re: DoomSharp

    The first one looks like you are looking down a shaft....elevator shaft or something..


    The other one is seriously cool. But have to agree. The light have to be brighter. But the idea is just incredible....maybe it is even possible to make a window look real?


    - ØØ -

  14. #894
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    Re: DoomSharp

    Quote Originally Posted by timeshifter
    Error message when trying to place the camera in a room?

    Did you get that? Or did you ask if anyone got that?


    - ØØ -

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    Re: DoomSharp

    I had that earlier actually, it seems to be a combination of look and position vectors, but I can't see any pattern in it yet. But i'm using the latest version of the game to preview the maps and it has a modified rendering alg.

    Note, The NaN's and the overflows are being passed into the renderer from the wallpart. I think the bug is between wallpart and renderer. I'm going to take a couple of days off from D#. i'm knackered. I'll keep reading this thread but i won't be coding. i'll think about the blitter though.

    *sleeps*
    I don't live here any more.

  16. #896
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    Re: DoomSharp

    I kind of have the same feeling as you right now...I am DEAD tired...but if you take a few days off. Then I will take the opertunity to shoot my self in thead with this project. And will work as a horse to get some of the bugs out of the way. At least I hope. And maybe soon a movable camera.


    BTW what do you mean by between wallpart and renderer? Isn't the wallpart only sending the screencoords?


    - ØØ -

  17. #897
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    Re: DoomSharp

    that 2nd screenshot came out quite good, the light to the far right hand side looks very cool, but yes, needs more contrast still as you say, will keep that in mind when i do a couple lights in the map im doing now

    yeah, you deserve a break noteme, so do you wossname.. you've both been hard at it for ages
    Last edited by Phill64; Sep 6th, 2005 at 04:19 PM.

  18. #898

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    Re: DoomSharp

    Quote Originally Posted by NoteMe
    I kind of have the same feeling as you right now...I am DEAD tired...but if you take a few days off. Then I will take the opertunity to shoot my self in thead with this project. And will work as a horse to get some of the bugs out of the way. At least I hope. And maybe soon a movable camera.


    BTW what do you mean by between wallpart and renderer? Isn't the wallpart only sending the screencoords?


    - ØØ -
    Yeah it should be, but i'm getting -2147483648 in some of the coords so something's overflowing. The latest version is on the server anyway so help yourself, just don't break my lovely, beautiful, sexy renderer.
    I don't live here any more.

  19. #899
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    Re: DoomSharp

    Quote Originally Posted by wossname
    Yeah it should be, but i'm getting -2147483648 in some of the coords so something's overflowing. The latest version is on the server anyway so help yourself, just don't break my lovely, beautiful, sexy renderer.

    Wow...that is a screencoordinate I don't have on my 19" LCD..ned a -9999" to do that one....Thanks for the tip. That might save me a LOT of time.



    - ØØ -

  20. #900
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    Re: DoomSharp

    I got that the first time I tried.. let me try again real quick from a different position..

  21. #901
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    Re: DoomSharp

    No errors when placing the camera inside a room, as per the screenie below, but I did get the original error when all three "Look" vectors are "0"... makes sense, as it has no where to aim. As long as you stay away from that, it seems like it works fine.

    I don't even bother with the "Up" vectors.. They are at default, and it looks great every time.

  22. #902
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    Re: DoomSharp

    Thanks for the feedback. Will be happy for coordinates if you get an other error.


    Map looking good. Disco?.....just kidding....looking forward to be able to travel around in it.


    - ØØ -

  23. #903
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    Re: DoomSharp

    I was seriously thinkin about movin the camera around and makin an animated gif from it to simulate that.. it'd be choppy, but cool

  24. #904
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    Re: DoomSharp

    Hehe..the worlds biggest animated GIF....hehe..might be cool though..


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  25. #905
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    Re: DoomSharp

    hey noteme.. this flickering thing... see, im making a big map, with lots of textures, so its flickering badly i can barely see, what causes that? is it possible you can just set it to render every 2 or 3 seconds?

  26. #906
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    Re: DoomSharp

    Here's a big room with kind of an alien feel to it...

  27. #907
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    Re: DoomSharp

    Um.... light from the heavens shining through the world???

    this one happened when I manually positioned the camera for a birds-eye view of a couple of catacomb tunnels...

    My previous pic shows a problem I've been having when previewing from coordinates inside the field of play... that chunk of a wall always shows up covering part of the camera. haven't figured out how that one is caused.

  28. #908
    Frenzied Member Phill64's Avatar
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    Re: DoomSharp

    wossname, noteme

    i don't think you're ready for this map.
    this is the mother of all d# maps.

    it's for a bonus level (inspired by timeshifter)
    and it has paisly carpet!

    a total of 26 different textures!
    *wipes sweat from forehead*
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  29. #909
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    Re: DoomSharp

    Holy cow, this is looking really great! Nice map there Phill, one of the best screenies I've seen yet

  30. #910
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    Re: DoomSharp

    whoa nice job phill (not wossy and note though)
    rate my posts if they help ya!
    Extract thumbnail without reading the whole image file: (C# - VB)
    Apply texture to bitmaps: (C# - VB)
    Extended console library: (VB)
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    VB.NET to C# conversion tips!!

  31. #911
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    Re: DoomSharp

    Quote Originally Posted by NoteMe
    Ohhhh....ohhhh...ohhhh...where do you get the ideas from...this is sick...this is wicked....this is FANTASTIC.....nice job...I really looking forward to making some water effect sounds when you walk in this ****....


    PS, does anyone have a graphics application installed that can make this picture to a valid ico file, so it can be used as a favicon??

    - ØØ -
    I have axialis icon workshop
    it's great
    rate my posts if they help ya!
    Extract thumbnail without reading the whole image file: (C# - VB)
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  32. #912
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    Re: DoomSharp

    I don't have the .NET framework on this PC, but man those screenies look mad. Nice work there Phill!

    By the way, where is Caboolture? NSW? NT?

    chem

    Visual Studio 6, Visual Studio.NET 2005, MASM

  33. #913
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    Re: DoomSharp

    3 more screenies on that map, this time with a more down-to-earth view...


    BTW, I love the map. So un-traditional.. Nice work.

  34. #914
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    Re: DoomSharp

    Looks good. I'd like to see Wossy's curved roads in there somewhere.

  35. #915
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    Re: DoomSharp

    Now, THAT would be a sight to behold.

    I really can't wait until there's a working copy of D# out there that lets us walk through the maps in real time.. I don't care about enemies or weapons or anything at this point, but finding errors would be so much easier if we could walk through it...

    Don't tell me, I know it's coming with time, but I'm getting anxious! Everything's turning out so awesome, I just wanna see the final product!!!

  36. #916
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    Re: DoomSharp

    Quote Originally Posted by Phill64
    hey noteme.. this flickering thing... see, im making a big map, with lots of textures, so its flickering badly i can barely see, what causes that? is it possible you can just set it to render every 2 or 3 seconds?

    Yes I can, but if I am going to make all these changes to the map viewer, an app that is not even supposed to be made, then bug fixes and and the game it self will be heavily delaid.

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    Re: DoomSharp

    Quote Originally Posted by timeshifter
    Um.... light from the heavens shining through the world???

    this one happened when I manually positioned the camera for a birds-eye view of a couple of catacomb tunnels...

    My previous pic shows a problem I've been having when previewing from coordinates inside the field of play... that chunk of a wall always shows up covering part of the camera. haven't figured out how that one is caused.

    But as I have all ready said...can you please give me the coordinates...if not, it won't help. I know about this bug, and I have known about it for 2 weeks. But it isn't helping if I don't get any info on it, nor time to lookf for it.

    Thanks
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  38. #918
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    Re: DoomSharp

    Quote Originally Posted by Phill64
    wossname, noteme

    i don't think you're ready for this map.
    this is the mother of all d# maps.

    it's for a bonus level (inspired by timeshifter)
    and it has paisly carpet!

    a total of 26 different textures!
    *wipes sweat from forehead*

    Ohhh my holy crap...wow wow wow.....Counter Strike here we come...this is holy moly fantastic...I love you..

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  39. #919
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    Re: DoomSharp

    Quote Originally Posted by MrPolite
    I have axialis icon workshop
    it's great

    It is a bit late now though..the favicon is now working..

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  40. #920
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    Re: DoomSharp

    Quote Originally Posted by timeshifter
    Don't tell me, I know it's coming with time, but I'm getting anxious! Everything's turning out so awesome, I just wanna see the final product!!!

    I know, we all feel that way. But we really don't want to deliver a product that we are not proud of either. And now Wossy is taking a couple of days off to. This project is taking enormeous amounts of energy from us. At least since it is after work work... The workdays in front of the computer is suddenly 13-14 in stead of 8.. + weekends. So, yes we are working on it, just don't expect anything soon.


    - ØØ -

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