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HELLSLAVE : Project Z-Treme 0.361 |
XL2 - Sep 21, 2019 |
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XL2 | Sep 21, 2019 | |||
Newest version :
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dibz | Sep 21, 2019 | |||
Wow! Looks really good! |
zone66x | Sep 22, 2019 | |||
Good ol Quake 2 music Looks great! |
Aska | Sep 22, 2019 | |||||
Your doing Gods work! |
XL2 | Sep 27, 2019 | |||
Demo here : |
retrodadandmodernlad | Sep 28, 2019 | |||
here is a link to the video I have done on the game which features highlight footage from all the levels in 1 player and also some 2 player action shown. Me and my son had a great time playing this in split screen its our new favourite and is so much fun. thank you.
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XL2 | Sep 28, 2019 | |||||
Amazing video! I will put a link to your video in the SAGE page! Btw, you can charge the grenade to throw it further! |
retrodadandmodernlad | Sep 28, 2019 | |||
thanks , glad you like it |
XL2 | Oct 5, 2019 | |||
I updated the demo with 2 more Quake maps, mainly for deathmatch. They werent meant to work with my bsp compiler and I didn't do much testing, so it might be glitchy and have collision issues, but it still looks nice. |
retrodadandmodernlad | Oct 7, 2019 | |||
Here is a short video of me and my son playing the 2 new maps in deathmatch. Both are really fun and play excellent. We have had a great time playing them. You are doing fantastic work on this game, I cant believe how high quality you have managed to make it. Looking forward to seeing more updates and thank you
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nando | Oct 7, 2019 | |||
I saw Sega LordX plug your demo on a recent YouTube video for the Saturn. Awesome work. |
XL2 | Oct 23, 2019 | |||
New video showing the whole SAGE 2019 demo single player gameplay. I also recently added gibs and lens flares (VDP1->work ram->VDP2 layer+additive blending).
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nando | Oct 25, 2019 | |||
Man, I cannot believe how smoothly that runs. It really is a shame Saturn development stopped so early in it's life. |
XL2 | Nov 11, 2019 | |||
I rewrote some parts of my map compiler to allow the use of brushes. I can now make bigger maps much faster. I will focus on portal rendering for now to allow even bigger maps/rooms and hopefully I will reach the same level of scale as Duke 3d. I also r-eadded world hazards and animations (not seen in that video).
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retrodadandmodernlad | Nov 13, 2019 | |||||
The new map looks awsome can't wait to try it. My Japanese hisaturn power cable is broken, so just waiting for a new one to arrive. Then will try it in one and two player and put some footage up. You have made a lot of progress recently. loving all the updates and it gets more impressive with each one |
XL2 | Nov 13, 2019 | |||||
I am working on full portal rendering, which works despite some bugs to fix and some optimizations. Once that is done I can focus on crazier maps, so I think I would just try this version on emulators unless you really want to see it in action. |
Ponut | Nov 23, 2019 | |||
I don't know where else to post this so I hope you don't mind. This is (jo engine) source code / demo for a render path using methods initially sourced from XL2. It compiles in high-res mode and is incomplete (in that it ignores most data from polygon's attbl) and other some such things, but for the champions out there, it's a useful place to start. Performance estimates drawing from LWRAM: (ssh2) Up to 1400 total polygons (not drawn, but total) from HWRAM: (ssh2) Up to 1800 total polygons (matches SGL default) Master CPU can assist but up to a maximum of 600 polygons sent from master (SpriteBuf size limit). Animated entities cost 20% more than non-animated. Pre-clipping disable logic was cut as while it comes at a minimum of cost, a cost is any cost when the CPU hits the limit before VDP1 does |
fafling | Nov 24, 2019 | |||
Wanted to see how it looked, so I tried to compile it in joengine, but I get error messages. I didn't change anything in the code. |
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