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What went wrong, /v/? Is this game still active?

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Thread replies: 53
Thread images: 30

What went wrong, /v/? Is this game still active?
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I wonder if Voxelstein is still alive too
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>>270557230
It is. The old developer "Hansk" left the project in the hands of another guy "Apegomp", who I'm decent friends with. I helped him write some ASM code to fix a special voxel proc that went through a randomized list of colors.

Though I've since lost access to the source files (and didn't make a backup) all I know is that he is continuing development. Recently Hansk came back for around a week and helped push more code forward (as Apegomp is only just learning how to program), but he left again and now Apegomp is on his own.

He's fleshed it out a shit ton since Hansk abandoned it, from what I read of the source, and has made a shit load more progress since I lost access. Not dead, it's just taking forever.
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>>270557230
>>270557597
I can dump some images he sent me if anybody's interested.

Here's what he sent me of the current message system that he's worked into the game.
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>>270558060
Some environments he drafted up, specifically the "gestapo bunker level"
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>>270558176
A memorial Apegomp made in honor of Hansk
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File: RELOAD4.gif (370KB, 347x482px) Image search: [iqdb] [SauceNao] [Google]
RELOAD4.gif
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>>270558291
Reloading animation for the default guard
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File: BLueBoots.gif (63KB, 391x500px) Image search: [iqdb] [SauceNao] [Google]
BLueBoots.gif
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>>270558393
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File: DrawGun.gif (229KB, 330x480px) Image search: [iqdb] [SauceNao] [Google]
DrawGun.gif
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>>270558506
Guard alert animation
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voxelstein looks pretty good
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File: kapo mech.gif (68KB, 640x360px) Image search: [iqdb] [SauceNao] [Google]
kapo mech.gif
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>>270558643
One of the minibosses
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>>270558768
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File: brass gif 2.gif (99KB, 640x360px) Image search: [iqdb] [SauceNao] [Google]
brass gif 2.gif
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>>270558872
This is the last one I have saved to my harddrive. There are fucking hundreds of these that I can post. Let me know if you guys want to see more.

I don't know what timezone he lives in, but I'm emailing him about this thread to see if he's up and interested in talking to you guys.
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>>270559054
any guns
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>>270558176
>>270558291
>>270558872
Really like the visual style, kinda nostalgic in a weird way
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File: DANGER LIGHT.gif (721KB, 467x500px) Image search: [iqdb] [SauceNao] [Google]
DANGER LIGHT.gif
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>>270559140
I'll try and find some, in the mean time, here's a gif of the new raytracing lighting code.

>>270559187
Yeah Apegomp is a really good artist. Honestly I don't know how he does it.
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>wolfenstein with fully destructible environments

mite be cool

Is it a full remake or is it kind of doing its own thing?

How is voxels being worked into the mechanics?

>big mech boss
>can shoot panels and armor off it to deal more damage to the underlying machinery
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>>270559589
>foxnews
lol
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>>270559615
A little bit of both. Most content is original.

>>270559140
Found some of the DooM weapons he put in, here's the v_model of the plasma rifle.
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File: FOX NEWS HQ.png (423KB, 1280x720px) Image search: [iqdb] [SauceNao] [Google]
FOX NEWS HQ.png
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>>270559812
You get to visit their HQ
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>>270559852
neato

>>270559957
>nazi germany
>Fox News
u wot
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File: big fusion gun.png (163KB, 784x619px) Image search: [iqdb] [SauceNao] [Google]
big fusion gun.png
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>>270560149
You don't just go to Nazi Germany.

Actually I lied, 99.9% of the setting and plot is original.

BFG v_model fire animation.
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>>270557378
DEEPEST LORE
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File: DUKE3D JETPACK(1).png (122KB, 805x609px) Image search: [iqdb] [SauceNao] [Google]
DUKE3D JETPACK(1).png
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>>270560334
Jet pack pickup model
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File: FISHEYE FLAK.png (411KB, 1280x720px) Image search: [iqdb] [SauceNao] [Google]
FISHEYE FLAK.png
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>>270560441
Apparently this flak gun might be pilotable by the player
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>>270560406
the deepest bore
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File: 60_FPS.png (190KB, 1280x720px) Image search: [iqdb] [SauceNao] [Google]
60_FPS.png
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>>270560564
60fps raytracing on a toaster is a pretty good accomplishment by a non-programmer.
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File: snuff sawed-off3.png (12KB, 321x171px) Image search: [iqdb] [SauceNao] [Google]
snuff sawed-off3.png
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>>270560741
Handcannon w_model
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>>270560846
So how do you make models for this? Do you run it through some sort of program that translates a high poly model into a voxel version of itself?
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File: Hell Hound.gif (149KB, 680x490px) Image search: [iqdb] [SauceNao] [Google]
Hell Hound.gif
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>>270560946
That's one option, but Apegomp makes them painstakingly voxel by voxel. The project really is his baby.
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>>270561094
Oh damn, that level of autism bodes well for the quality of the project

I hope you guys end up releasing something new eventually, I can only play that old demo so much
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>>270561359
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>>270557597
>>270558060
Interesting stuff, thanks
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>>270559187
It manages to have that same appearance of really solid 90's pixel art, but it's actually 3D. It's a really impressive effect.
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>>270558291
Wow, that's awesome.
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>>270558291
>>270558393
>>270558643
>>270558872

oh my fuck. I recently beat doom 1 & 2 and wanted to go back to wolfenstein before I went to doom 3 but I found it a little too dated. I'd play the shit out of this, looks amazing!
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Bump

>>270559054
Do you have more anon? This shit is awesome
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>>270562812
I sort of get the feeling of old prerendered stuff, but in actual 3d
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>>270557597
If Apegomp is just starting programming why is he making the game in assembly? The screens look nice, btw.
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>>270566610
Isn't the engine based upon Ken Silverman's Voxlap?
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>>270567236
No idea, I had never heard of the game before. But that makes sense I suppose.
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>>270567732
it's a engine
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>>270566610
He didn't make the engine, Hanks did. It's called Krieg engine and it's based off of Voxlap. It's also running on a mix of C++, C and ASM.

Honestly I think that all programmers should start out with ASM. High-level languages teach poor technique and are generally more restrictive and harder to optimize.
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>>270557597
That's awesome. I always played the demo and I loved setting the knife's speed to 0 so it would chainsaw everything.

Do you know if he's improved the speed of the engine at all or is it basically a dead end? AFAIK voxels are mostly software rendered, and unless I've been living in a cave, hardware doesn't really support voxels much. Which explains why in the demo the game nearly froze when you planted a C4, and it lagged exponentially on higher resolutions.
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>>270572139
and no legos
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File: 1GHOST.png (90KB, 412x434px) Image search: [iqdb] [SauceNao] [Google]
1GHOST.png
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>>270572139
I'll give a short explanation and then it's off to bed with me.

Voxels are rendered 2 ways: software via emulation of a 3d display (think of Voxatron) and hardware. Voxelstein uses Voxlap's hardware rendering technique (voxels are read as 3d pixels, but not necessarily rendered as 3d pixels, more like datapoints on a grid). This allows for things like smoother animations as voxels can exist on different planes. It's also a hell of a lot faster. The reason Voxelstein runs slowly is due to poorly written CUDA based raytracing, which is the primary lighting. It's faster than raytracing would be with polygons, but it's still a really expensive thing. One thing that Apegomp did was optimize the raytracing and actually he ended up rewriting the renderer to run a hell of a lot faster and have less overhead.

I wish I still had the source files so I could give you a better answer, but eh. I'll leave you with an easter egg that's been added to the new and improved version of the demo level.
Thread posts: 53
Thread images: 30


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