Agent_Ash

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Agent_Ash

Agent_Ash

@iAgent_Ash

I make mods and guides for Doom. 💬Discord: https://t.co/xL6hbVSh7N https://t.co/q39a1dYPUI

Katılım Ağustos 2019
175 Takip Edilen1.7K Takipçiler
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hby@hby_stuff·
DREDGE (fanart) - 23 colours
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Agent_Ash@iAgent_Ash·
@SpeedWeed20 I know, I should've opened with the red version of the shader :)
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SpeedWeed@SpeedWeed20·
@iAgent_Ash Ah Terminator that's it, for some reason my mind circled around system shock or something. I see it now, you nailed it
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Agent_Ash@iAgent_Ash·
Don't have the energy to post a lot. But aside from an Alice monster pack, started working on something else...
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Agent_Ash@iAgent_Ash·
@SpeedWeed20 Depends on what you mean by "based on." The code and assets are by me. It's based on the Terminator, of course.
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SpeedWeed@SpeedWeed20·
@iAgent_Ash Looks very impressive, is it based on something?
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Agent_Ash@iAgent_Ash·
I've been quiet for a bit, taking it slow since New Years. But a little bit of news #AliceToysOfMadness version 1.2.0 is out! It's got a few bug fixes, tweaks... and this awesome animated 3D mode right in your Options menu! github.com/jekyllgrim/Ali…
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Agent_Ash@iAgent_Ash·
Finally finished this lovely creature from American McGee's Alice called Jabberspawn. Surprisingly involved behavior, with 5 attacks, 3 pain reactions and 3 death animations, including a head explosion 💥 #Doom #GZDoom #AliceToysOfMadness
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Agent_Ash@iAgent_Ash·
Still working on a monster pack for #AliceToysOfMadness. #GZDoom doesn't let you obtain a specific bone position at runtime, yet I found a hacky but effective workaround. Properly placed dynamic blood spurts are now possible! #Doom #modding
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Agent_Ash@iAgent_Ash·
Minor #Painslayer update: v2.0.2 has no new content but will properly work with (and also *require*) GZDoom 4.14.0. I highly recommend not sticking to older versions of GZDoom due to security vulnerabilities. Link in comment, as usual.
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Agent_Ash@iAgent_Ash·
@blakecasimir Technically anyone can start making levels, all they need is GZDoom and Ultimate Doom Builder. I should post a collection of texture rips from the game, though...
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Blake Casimir@blakecasimir·
@iAgent_Ash This is wonderful but you do realise we all want to see a full fan game out of this, right? 😉 Maybe get in touch with someone to do level design...
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Agent_Ash@iAgent_Ash·
It's ALIIIIVE mwahahaa Not sure what you're looking at? Well, it's a menu with a 3D model... which is animated... while #GZDoom is paused! I managed to make this work even if you open the options menu during the level! Also Alice moves when you hover over controls!
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Agent_Ash@iAgent_Ash·
Woke up to an awesome suprirse to me: #AliceToysOfMadness won a Cacoward! Back when I started in 2022, I had no idea I'd be able to pull this off. So nice to see an Alice-themed project resonating with people ❤️ And here's a teaser of a menu update in the works:
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Agent_Ash@iAgent_Ash·
I felt like this warranted a fix, since it'd be more visible in first person. I changed the shapes of those "covers" so they don't clip out of the pipes, and picked a different element from the original texture for them.
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Agent_Ash@iAgent_Ash·
In the original model, the cogwheel textures you can see on its elbows are also used as "covers" for exhaust pipes on its shoulders. Those covers rotate inward, clipping into the pipes. It looks pretty weird overall, but in-game it's mostly obscured by smoke particles.
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Agent_Ash@iAgent_Ash·
Working on adding the Clockwork Automaton to #AliceCreaturesOfMadness. This is the first almost entirely problem-free model: both the mesh and the animations exported cleanly! Huge relief compared to the previous ones. But I did notice something odd...
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Agent_Ash@iAgent_Ash·
Euler angles are patetic
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Agent_Ash@iAgent_Ash·
It takes me about 10-15 minuets to initially set up a model so I can have a clean mesh and an armature. Then I start importing animation, and each time is a surprise because I never know how QuArK's export is going to screw it up. E.g. this is how the Army Ant looked initially...
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