Sign in

derfies.bsky.social

@derfies.bsky.social
88 followers 81 following 43 posts

#duke3d #bloodgame #GZDoom #alephone #retroshooter #modding #gamedev

PostsRepliesMedia
derfies.bsky.social @derfies.bsky.social · 01/02/2026
Writing a new RFF / map parser for Blood. Got the basics importing. #bloodgame #retroshooter #modding #gamedev
0199
derfies.bsky.social @derfies.bsky.social · 29/01/2026
Paint bucket tool. Not convinced I like the UX for this tool just yet. Maybe it should behave more like a paintbrush. #doom #GZDoom #retroshooter #modding #gamedev
1165
derfies.bsky.social @derfies.bsky.social · 29/01/2026
Poke face tool. #doom #GZDoom #retroshooter #modding #gamedev
0166
derfies.bsky.social @derfies.bsky.social · 29/01/2026
Tools can now have options. #retroshooter #modding #gamedev
0137
derfies.bsky.social @derfies.bsky.social · 25/01/2026
Not much yet, but it's a start. #doom #GZDoom #retroshooter #modding #gamedev
1265
derfies.bsky.social @derfies.bsky.social · 22/01/2026
It's been a few long, tedious weeks of refactoring. I now have a proper caching layer in front of the graph and reimplemented the scene extrusion from the ground up, so now level edits and scene rebuilds are super fast. #doom #GZDoom #retroshooter #modding #gamedev
0176
derfies.bsky.social @derfies.bsky.social · 29/12/2025
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
044
derfies.bsky.social @derfies.bsky.social · 29/12/2025
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
0175
derfies.bsky.social @derfies.bsky.social · 27/12/2025
The state of TESTBASE. Fixed texture scaling and lighting now appears correct (mostly). #darkforces #retroshooter #modding #gamedev
0176
derfies.bsky.social @derfies.bsky.social · 27/12/2025
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
33812
derfies.bsky.social @derfies.bsky.social · 10/12/2025
Viewport rendering modes. Pick wireframe, solid, textured and shaded. Picking reimplemented - still refactoring some rendering calls. #doom #GZDoom #retroshooter #modding #gamedev
2165
derfies.bsky.social @derfies.bsky.social · 04/12/2025
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
1145
derfies.bsky.social @derfies.bsky.social · 27/11/2025
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
1135
derfies.bsky.social @derfies.bsky.social · 24/09/2025
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
184
derfies.bsky.social @derfies.bsky.social · 21/09/2025
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
0309
derfies.bsky.social @derfies.bsky.social · 21/09/2025
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
13014
derfies.bsky.social @derfies.bsky.social · 21/09/2025
Oops. Running Duke levels in blood. #bloodgame #retroshooter #modding #gamedev
0125
derfies.bsky.social @derfies.bsky.social · 21/09/2025
Duke texture indices and rotations fixed. Really need to start looking at those texture coords :) #duke3d #retroshooter #modding #gamedev
13513
derfies.bsky.social @derfies.bsky.social · 21/09/2025
Better! Love how the devs were able to nail the SW aesthetic despite the primitive tech at the time. #darkforces #retroshooter #modding
153
derfies.bsky.social @derfies.bsky.social · 20/09/2025
Ok so it *almost* looks like SECBASE? Still a lot of work to get Dark Forces maps look nice. #darkforces #retroshooter #modding
022
derfies.bsky.social @derfies.bsky.social · 18/09/2025
Better loading of Doom textures (still not perfect). Multi-selection editing of textures now supported. #gzdoom
062
derfies.bsky.social @derfies.bsky.social · 18/09/2025
Cross-engine map viewer / editor. Is this a bad idea? Probably! #alephone #eduke32 #gzdoom
02812