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He moves!

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Well I fixed up my retarded Mancubus so that he actually moves. He can't chase the player yet, just wonder around, but it's a start. Also from looking at the Doom source and some questions on DoomWorld, it appears that Dooms monster AI is incredibly simplistic, so it shouldn't be that hard to implement(famous last words here).

I'm in the process of adding fonts and weapons now.



(Yeah I wish I hadn't zoomed out so far)
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Quote:
Original post by Scet
Well I fixed up my retarded Mancubus so that he actually moves. He can't chase the player yet, just wonder around, but it's a start. Also from looking at the Doom source and some questions on DoomWorld, it appears that Dooms monster AI is incredibly simplistic, so it shouldn't be that hard to implement(famous last words here).

I'm in the process of adding fonts and weapons now.



(Yeah I wish I hadn't zoomed out so far)


Very nice indeed. Re. your last post where you said you were going to implement PlayStation Doom style lighting, are you also going to implement object lighting on top of the sector lighting? I mean, light around a lamp, around a rocket etc. like you see in some of the source ports.

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I don't think I'll be adding normal OpenGL lighting. Projectiles have their lightlevel always set to full so they show up in the dark. Lamps can be done using sector lighting, but projectiles are so fast I don't see the point.

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It looks good anyway. There's something cool about seeing a Doom-like engine from above, it's like playing Doom with the automap except with better graphics.

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