Pretty far from being in an ideal playable state. Ideally, i'd need custom collision code for the portals and lasers (lasers through portals) I'm unsure of how to do so with my current knowledge of maths. korbincraft.com/doom/GravityGunBoxes.pk3
@@korbin3lewis Hey! Any idea why this doesn't work with the most recent GZDoom? It crashes after getting the portal gun (acces violation, 000000005) I am trying to debug it
Hello there again (as youtube suggested me this video a month ago), I'm the creator of Doosk. Saw this video posted on someone's stream and wanted to give a quick reply. Currently, there is no dusk models available to the community and I often prefer to work with sprites over models. Personal choice. That being said, it is a possibility that someday in the future models would be ported to the mod, if allowed (and if someone else works on them) And minor detail: There's actually another player class that has a more accurate dusk movement mechanic, the dude from the stream didn't noticed it and picked up the regular doom character instead =P
For some reason, I didn't see this comment until now. (Thanks youtube, although managing 2 channels is kinda meh). Thanks for clearing things up! I was under the impression that all of Dusk's assets were released but I guess that's not the case. As far as the player class goes, I've had people try out my MechDoomer project and choose the debug class and wonder why they're not in a mech, idk why people get confused over class solution but it's a bit hilarious.
Maybe, however, it's a long way from a proper release. I'm also working on another quite complex mod involving Mechwarrior that I plan on getting done as well, might post them both at the same time or something.
I don't have enough control over level geometry to really control that real-time. (Can't create any level geometry realtime due to nodes needing to be rebuilt)
I could use projectiles for effect, but I'm using a line trace so I can get a reference to whatever wall I'm looking it. Makes it easier to place the portals.
The Enrichment Center regrets to inform you that this next test is impossible. Make no attempt to solve it.
portal 3 is looking good
Why didn't I saw this earlier?
How's this mod coming along? Can you release just the gun alone?
Pretty far from being in an ideal playable state. Ideally, i'd need custom collision code for the portals and lasers (lasers through portals) I'm unsure of how to do so with my current knowledge of maths. korbincraft.com/doom/GravityGunBoxes.pk3
@@korbin3lewis I've looked everywhere for this but can't find it could u please drop me the link? :)
@@korbin3lewis you still working on this? whenever i download and play the wad my game crashes.
@@korbin3lewis Hey! Any idea why this doesn't work with the most recent GZDoom? It crashes after getting the portal gun (acces violation, 000000005) I am trying to debug it
update: if you comment out lines from 482 to 488 in portalgun.zsc, crash doesn't happen.
Genious doom modder
Very interesting!! Cool!
HOLY SHIT
Doomtal
wait portals on black wall?
I love it
impressive work lewis! must of took some time i'm assuming.
Hello there again (as youtube suggested me this video a month ago), I'm the creator of Doosk. Saw this video posted on someone's stream and wanted to give a quick reply.
Currently, there is no dusk models available to the community and I often prefer to work with sprites over models. Personal choice.
That being said, it is a possibility that someday in the future models would be ported to the mod, if allowed (and if someone else works on them)
And minor detail: There's actually another player class that has a more accurate dusk movement mechanic, the dude from the stream didn't noticed it and picked up the regular doom character instead =P
For some reason, I didn't see this comment until now. (Thanks youtube, although managing 2 channels is kinda meh). Thanks for clearing things up! I was under the impression that all of Dusk's assets were released but I guess that's not the case. As far as the player class goes, I've had people try out my MechDoomer project and choose the debug class and wonder why they're not in a mech, idk why people get confused over class solution but it's a bit hilarious.
is there mod?
link?
DOWNLOAD LINK,NOW!
plz
hello will u plan post it at zdoom fprum project?
Maybe, however, it's a long way from a proper release.
I'm also working on another quite complex mod involving Mechwarrior that I plan on getting done as well, might post them both at the same time or something.
Can't this work with linedef portals?
I don't have enough control over level geometry to really control that real-time. (Can't create any level geometry realtime due to nodes needing to be rebuilt)
Cool concept but shouldn't there be projectiles for the portal gun?
I could use projectiles for effect, but I'm using a line trace so I can get a reference to whatever wall I'm looking it. Makes it easier to place the portals.
@@korbin3lewis Yeah something like that. Also are there gonna be no enemies?
Very nice, super scripting
Thats just too epic
How can I play this?? Looks amazing ! 😍
This physically shouldn't be possible. How did you do it?
GZDoom features. This uses ZScript which is an incredibly powerful scripting language for Doom modding, exclusive to GZDoom.
Well, the mod is dead right?
I might rewrite it from the ground up at some point. I'm currently working on multiple projects and also dealing with IRL stuff, so who knows tbh.