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Thread: General DoomSharp() Discussion

  1. #1201

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    Re: General DoomSharp() Discussion

    Quote Originally Posted by NoteMe
    Much more then your map editor and loader?
    Yeah, not to mention a lot of your 3d math I expect.

    I like it too. But I can tell you right away. The map will not be cached....
    Fair enough.

    I like the Wayne's World idea too. That would be easy to implement. (Cha' right, and monkeys...). It would be quite seizuretastic too.
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  2. #1202
    Retired G&G Mod NoteMe's Avatar
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    Re: General DoomSharp() Discussion

    Quote Originally Posted by wossname
    Yeah, not to mention a lot of your 3d math I expect.

    Nope... My 3D math is so general that you can put Paris Hilton in a wrestling match with Michael Jackson in there, and it will still work the right way...



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  3. #1203

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    Re: General DoomSharp() Discussion

    But how would you tell them apart?

  4. #1204
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    Re: General DoomSharp() Discussion

    I too like the elevator idea, this can prevent any more coding than is needed and it would replace those corny slopes. I'd go ahead and do that. Maybe after each level (each floor) you can get in the elevator to advance higher up in the space station the top floor could be the boss or the entrence to an underworld.

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  5. #1205

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    Re: General DoomSharp() Discussion

    We need to think about sound effects too. We're going to have a hard time synchronising sounds with game events. 2005 only plays WAV files by itself. Maybe we'll have to use a 3rd party midi file library. Then its a simple matter of compiling all the sounds into a satellite assembly and streaming them, this saves file access overheads.
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  6. #1206
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    Re: General DoomSharp() Discussion

    I just followed a link to this bit of the forum and was amazed at what I found! This project particularly interests me because a 3D engine/game has been something I've wanted to create since I first played Wolfenstein 3D. About 6 months ago I did a few small projects purely to get used to .NET, and one of them was a 3D engine (very basic indeed!) using VB.NET that produced a walkthrough environment from a text map (see screenshot below).

    I ran into problems when walls that should have been hidden by other walls became visible on top, etc, and I also couldn't stretch the bitmaps for the wall graphics over paralellograms (hence the block colours).

    Anyway, I'll be following what you guys are doing and if I think there's any way I can help I'll put up my hand! But looking at what you've done so far it looks like you've got most things covered. Nice work guys, very inspirational! Perhaps when I get a moment I'll try pressing on with my VB project.


  7. #1207

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    Re: General DoomSharp() Discussion

    Thanks for the praise mate

    Take a look at the other threads here http://www.vbforums.com/forumdisplay.php?f=75

    Discussions of my map editor and the image stretcher(s) (we call it the blitter) may interest you.

    You won't get very good graphics performance in VB.Net since it doesn't support pointers. My blitter uses pointers and its pretty damn quick at stretching images into quads, although it doesn't support perfect perspective correction.

    There is a map editor beta release too (see "map editor" thread)
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  8. #1208
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    Re: General DoomSharp() Discussion

    Quote Originally Posted by snappel
    I ran into problems when walls that should have been hidden by other walls became visible on top,

    We have a bug there too right now. But doesn't look to hard to fix. Just need to find out where the glitch is. Will probably fix it this weekend.

    If you don't know how to do this at all. Then looking into BSP trees can probably be in interest for you. Hard to implement, but works like a charm for back to front drawing, or front to back if you are using a depth buffer algorithm.



    Thanks for the heads up. Your project looks nice. Hope you get some more time to work on it, looks interesting.


    PS: where did you find the link to this thread?
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  9. #1209
    Frenzied Member Phill64's Avatar
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    Re: General DoomSharp() Discussion

    been awhile since ive logged on here, amazingly hasnt moved much.

    to noteme's idea of multi-floors, i dont think it'd be that difficult for you to do.
    you could infact load it as a different map, where you cant actually see the top floor, theres a hatch at the top of the stairs/ladder (probably ladder be easier for your engine) then its a pre-coded movement for the hero to climb up to the next floor, where the new map is loaded and the hatch below is closed.

    you could even make levels continuos using that method, rather than level end - level start.

    well thats my two cents, keep up the good work guys

  10. #1210
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    Re: General DoomSharp() Discussion

    3D Realms had to do some tricks to make Duke Nukem 3D have multi-floors. You can always snag the soruce for it to get ideas on that.

    Here is what Wikipedia says about it

    Most of these warps were an indirect result of the Build engine's inability to support rooms on top of other rooms. The developers had to work around this problem by overlapping different rooms to give the illusion of different floors. Crouching or jumping around in certain spots inside said overlapped rooms would occasionally confuse the game and warp the player to another "floor." This concept can also be seen in underwater portions of the game - crouching down on the surface of the water would actually teleport the player to a completely different sector shaped to look like an underwater room. However this behaviour is intentional and was used to create the illusion of being underwater.
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  11. #1211

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    Re: General DoomSharp() Discussion

    Team Doomsharp is experiencing some technical problems at the moment.

    We can only apologise for the delay. If we could, we would, you know, sorry.
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  12. #1212
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    Re: General DoomSharp() Discussion

    Ok, it's been a while.... what's going on with this project? It was looking great!
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  13. #1213
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    Re: General DoomSharp() Discussion

    I was just wondering the same thing...

  14. #1214
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    Re: General DoomSharp() Discussion

    I thought Wossname explained it well enough..

  15. #1215

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    Re: General DoomSharp() Discussion

    I'm going to work with Note at CERN, I'm packing my suitcase as I type this, sorry for the short notice note. So we won't be working much on D# for the rest of the year.
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  16. #1216
    Retired G&G Mod NoteMe's Avatar
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    Re: General DoomSharp() Discussion

    So you are comming here playing golf with me... in my pocket......sounds really nice.. I guess you are going to fit in nicely with all the other british piss heads I call friends here...


    PS: I sucked up at some guys at ESA today...might try to apply there for next year...



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  17. #1217
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    Re: General DoomSharp() Discussion

    Are you going to contonue the project or is it pretty much dead now then. It'd be GREAT if you released the source so far!
    Quotes:
    "I am getting better then you guys.." NoteMe, on his leet english skills.
    "And I am going to meat her again later on tonight." NoteMe
    "I think you should change your name to QuoteMe" Shaggy Hiker, regarding NoteMe
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  18. #1218

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    Re: General DoomSharp() Discussion

    Doomsharp is NOT dead Not by a long way. It is in suspended animation in an invasion pod destined for Earth, the heat from re-entry will awaken it from its dormancy and it will make planetfall sometime early next year. Governments are urging citizens to stock up on ammunition and supplies, run to the hills. You have been warned
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  19. #1219
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    Re: General DoomSharp() Discussion

    Until after Xmas?!? But that's ages!
    Quotes:
    "I am getting better then you guys.." NoteMe, on his leet english skills.
    "And I am going to meat her again later on tonight." NoteMe
    "I think you should change your name to QuoteMe" Shaggy Hiker, regarding NoteMe
    "my sweet lord jesus. I've decided never to have breast implants" Tom Gibbons
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