Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Dynamo

Doom Pictures Thread 2024

Recommended Posts

54 minutes ago, Stealth Frag said:

*snip*

 

Is this a Doom engine screenshot or is this just the game on the computer?

Share this post


Link to post
14 hours ago, Pechudin said:

 

Is this a Doom engine screenshot or is this just the game on the computer?

GZDoom + PBR + Dynamic lights. A small horror-like project which I'm currently working on.

Share this post


Link to post
14 hours ago, Lutz said:

This stupid little tram car cost me hours of my life and a good 50+ linedef tags...

Screenshot_Doom_20240913_114751.png

 

Best tram car ever.

Share this post


Link to post
On 9/13/2024 at 12:22 PM, Lutz said:

This stupid little tram car cost me hours of my life and a good 50+ linedef tags...

Screenshot_Doom_20240913_114751.png

Looks dope, do it move?

Share this post


Link to post

Probably not. If I wanted to make this thing move, personally, I'd export it as a 3D model, and then make it move as a thing.

 

Problem would be getting it to have good-enough collision, though. I know we can override CanCollideWith() in ZScript, but...

Share this post


Link to post

I'm a hopeless completionist (it's so bad, I even go after Items! *gasp!*). I'm exceptionally picky when it comes to the information I'm shown. I don't like to be told explicitly how many monsters/secrets/items there are in a map in most implementations of Alt-HUDs (it ruins the surprise!), but I like a general rough-estimate of how big the scale is of a map so I know I don't accidentally One More Level myself into playing a suddenly massive map and staying up until 3:00am. Solution? Make my own little sub-game where everything in the level is worth a weighted amount of points, and make a little HUD for it! I called it M.I.B.S. (Monsters, Items, Barrels, Secrets), because it is mandatory to bust all the barrels (you gotta).

 

I've been tooling it for about a year, and I'm pretty happy with how it turned out! It uses the fonts built in the WAD so PWADs that change those fonts can make it look extra snazzy. Here's Doom II, Ancient Aliens, and Eviternity.

 

xn4pgiw.png

J38vA5U.png

EA0ZAp5.png

 

My ultimate dream is to figure out a way to Stash this information on disk automatically so I can end up making a little Spyro The Dragon 2/3-like Atlas/Guidebook for megaWADs (kinda like a more detailed Level Table from a sourceport like DSDA-doom) ... but I hear that's nigh-impossible when it comes to Zdoom-scripting. Maybe someday.

Edited by lizzieshinkickr : added a little more details

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×