04 February 2022, 23:44 | #1241 |
Ex nihilo nihil
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^ Boing ball were also unexpected
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05 February 2022, 12:21 | #1242 | |
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Quote:
Wolf3D E1M1 have also been made in the engine, using the default colors of the engine. (by me ) [ Show youtube player ] Last edited by LaBodilsen; 05 February 2022 at 12:48. |
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05 February 2022, 13:53 | #1243 |
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05 February 2022, 16:44 | #1244 |
Saberman
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Dread - more maps!
[ Show youtube player ] |
05 February 2022, 16:58 | #1245 |
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07 February 2022, 08:33 | #1246 |
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Is there a map with stairs or is the engine not there yet?
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07 February 2022, 09:19 | #1247 |
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This is seriously impressive. I showed it to a mate of mine at the weekend who's been away from the Amiga scene for around 25 years and he was stunned.
I'm also keen to see a demo of how stairs / multi-height levels looks but even as it is now Dread is amazing! |
07 February 2022, 10:04 | #1248 |
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07 February 2022, 12:41 | #1249 | |
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Quote:
[ Show youtube player ] Last edited by LaBodilsen; 07 February 2022 at 15:22. |
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07 February 2022, 13:16 | #1250 |
Guru Meditating
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Location: England
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Starts from 1:08:10, shows a version of Doom E1M1 including stairs etc
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07 February 2022, 13:36 | #1251 |
Computer Nerd
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07 February 2022, 13:47 | #1252 |
Guru Meditating
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It does make you wonder whether an A1200 (maybe with fast ram) would be capable of handling similar but with floor and ceiling textures too? I wonder if that is possible given the way the engine works?
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07 February 2022, 13:47 | #1253 |
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^
At 1:08:10 in the above video, you can see Doom 1 map, in the Dread engine, and all it's glory, with variable heights. Saw this in patrons section few weeks a go, and felt really bad because non-patrons couldn't see it, and I couldn't share it of course. Now, that the above video is up, I am very glad you all can see it. |
07 February 2022, 14:25 | #1254 |
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Wow! That’s neat!
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07 February 2022, 15:51 | #1255 | |
Pixelglass/Reimagine
Join Date: Jun 2012
Location: Athens
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Quote:
In the same vein, adding extra features targeting high end Amigas (say 1x1 res or what have you) is also possible but that will open up a whole can of worms that will make our lives far more difficult and exponentially multiply our workload. So long story short, all such features will only be considered once the project/commercially planned game and original premise is done or near completion. To tell you the truth, even for variable floor heights I'm personally not that adamant if it means a big drop in performance. Imho the engine still looks and plays pretty well as is and I bet we can still create a superb game out of it. |
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07 February 2022, 15:58 | #1256 |
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07 February 2022, 17:00 | #1257 |
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Big thumb up on this.. I actually like the engine as it is right now.
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07 February 2022, 17:25 | #1258 |
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Unbelievable engine! Why oh why wasn't there a coder like this in 1989?
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07 February 2022, 19:17 | #1259 |
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It is amazing, John Carmack would probably respond on Twitter about this, but maybe it would be best to tweet him when it's got enemies in with the floor heights. I'm sure he'd like to be proven wrong.
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07 February 2022, 19:32 | #1260 |
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