derfies.bsky.social
@derfies.bsky.social
#duke3d #bloodgame #GZDoom #alephone #retroshooter #modding #gamedev
Design question. If a user selects a sector, that currently selects both the ceiling and the floor of that sector - the map being 2D and all that.

How does one change floor / ceiling heights independently? Or shift texture coords independently?

#retroshooter #modding #gamedev
December 29, 2025 at 8:55 PM
Wireframe on shaded just hits different. X texture offsets seem fixed for DarkForces but Y offsets seem... odd. I must be missing something.

#darkforces #retroshooter #modding #gamedev
December 29, 2025 at 3:41 AM
The state of TESTBASE. Fixed texture scaling and lighting now appears correct (mostly).

#darkforces #retroshooter #modding #gamedev
December 27, 2025 at 12:22 PM
Merry xmas all! Getting towards the tail end of an enormous refactor and it's actually starting to look like an editor. Testing freeform polygon and edge joining tools here.

More build engine content soon, I promise!

#doom #GZDoom #retroshooter #modding #gamedev
December 27, 2025 at 2:36 AM
Viewport rendering modes. Pick wireframe, solid, textured and shaded. Picking reimplemented - still refactoring some rendering calls.

#doom #GZDoom #retroshooter #modding #gamedev
December 10, 2025 at 12:41 AM
The state of E1L1. Fixed a lot of issues with UVs. No slopes yet. Starting to rebuild the orthographic view using the same base as the 3D view.

#duke3d #retroshooter #modding #gamedev
December 4, 2025 at 9:25 AM
The state of E1M1. Map now oriented correctly, texture coords and pegging fixed, sector bowties / holes / floating lines handled a lot better, texture assembly via patches almost complete.

I have *zero* idea why the texture STEP2 is rendering this way.

#doom #GZDoom #retroshooter #modding #gamedev
November 27, 2025 at 11:47 PM
A small rant / brain-dump around design. I was under no illusions that doing something like this was going to be technically challenging so not surprising that things have started to get tricky now that I’m going beyond basic map geometry. 🧵

#retroshooter #modding #gamedev
September 24, 2025 at 1:44 AM
Still a few missing textures but mostly parsing the Marathon map format. If you haven't played Apotheosis X, I highly recommend.

#alephone #retroshooter #modding #gamedev
September 21, 2025 at 4:30 PM
Abusing the universal map format. Hard to make it out but this is Hollywood Holocaust running in Blood and GzDoom (notice I haven't fixed doom coords - tut tut).

#duke3d #bloodgame #GZDoom #retroshooter #modding #gamedev
September 21, 2025 at 12:10 PM
Oops.

Running Duke levels in blood.

#bloodgame #retroshooter #modding #gamedev
September 21, 2025 at 12:07 PM
Duke texture indices and rotations fixed. Really need to start looking at those texture coords :)

#duke3d #retroshooter #modding #gamedev
September 21, 2025 at 4:49 AM
Better!

Love how the devs were able to nail the SW aesthetic despite the primitive tech at the time.

#darkforces #retroshooter #modding
September 21, 2025 at 2:22 AM
Ok so it *almost* looks like SECBASE? Still a lot of work to get Dark Forces maps look nice.

#darkforces #retroshooter #modding
September 20, 2025 at 10:12 AM
Better loading of Doom textures (still not perfect). Multi-selection editing of textures now supported.

#gzdoom
September 18, 2025 at 7:29 AM
Cross-engine map viewer / editor. Is this a bad idea? Probably!

#alephone #eduke32 #gzdoom
September 18, 2025 at 7:28 AM