|
Rather Dashing posted:Thanks for this. Does anyone have any idea why my m_pitch is so much more sensitive than my m_yaw in GZDoom? This isn't an issue I remember having when I last played Doom a year or so ago. Rupert Buttermilk posted:He also took the irony out of the post TerminusEst13 fucked around with this message at 19:24 on May 22, 2015 |
# ? May 22, 2015 19:19 |
|
|
# ? May 19, 2024 22:03 |
|
I have been wondering, what is it that causes that strange distortion if you ever looked up and down in vanilla Doom? It's hard to describe, but basically it doesn't look right. Almost as if it was zooming in, or if you were drunk and had vertigo. If I recall right, Duke Nukem 3D had the same thing.
|
# ? May 22, 2015 19:24 |
|
Zedsdeadbaby posted:I have been wondering, what is it that causes that strange distortion if you ever looked up and down in vanilla Doom? It's hard to describe, but basically it doesn't look right. Almost as if it was zooming in, or if you were drunk and had vertigo. If I recall right, Duke Nukem 3D had the same thing. Vertical lines have to stay perfectly aligned to the Y axis, which causes a weird skewing effect. Also vanilla doom never had vertical aiming
|
# ? May 22, 2015 19:27 |
|
Rupert Buttermilk posted:He also took the irony out of the post by not having any context added, as well. The quote was a complaint on everyone saying "Doom 4 shouldn't have this and that". the vast majority of _txt twitter accounts and whatever frequently don't understand what is and isn't a joke and will post basically everything they find in some weird effort to go HAHA LOOK HOW hosed UP AND STUPID THIS PERSON IS except maybe goons.txt and/or reddit.txt because a lot of the time those quotes are most likely 100% serious
|
# ? May 22, 2015 19:33 |
|
Shadow Hog posted:Why would hitboxes change because of a higher resolution? The rendering code would be unrelated to the gamelogic code, surely. Ah, to be young and naive again... Zedsdeadbaby posted:I have been wondering, what is it that causes that strange distortion if you ever looked up and down in vanilla Doom? It's hard to describe, but basically it doesn't look right. Almost as if it was zooming in, or if you were drunk and had vertigo. If I recall right, Duke Nukem 3D had the same thing. It's sometimes referred to as Y-shearing. Convex posted:Also vanilla doom never had vertical aiming No, but vanilla Heretic, vanilla Hexen, and vanilla Strife did!
|
# ? May 22, 2015 19:41 |
|
TerminusEst13 posted:Doom's skinny aspect ratio. Everything is stretched by about 20%, hence why all the sprites look short and fat in editors but then look fine in-game. So looking up and down...well, goes upper and downier. Aha - come to think of it, this is probably the first time I've played it since switching up to 1080p. That explains it.
|
# ? May 22, 2015 20:24 |
|
Shadow Hog posted:Why would hitboxes change because of a higher resolution? The rendering code would be unrelated to the gamelogic code, surely. When you assume only one player you can make shortcuts like these to make the game run faster.
|
# ? May 22, 2015 20:25 |
|
Cat Mattress posted:No, but vanilla Heretic, vanilla Hexen, and vanilla Strife did! I was just being a pedantic dick, sorry
|
# ? May 22, 2015 22:06 |
|
Shadow Hog posted:Why would hitboxes change because of a higher resolution? The rendering code would be unrelated to the gamelogic code, surely. Cant believe no one said "...and don't call me Shirley" E; for content, man that Doom 64 Ex works like a charm and drat it's nice heard u like girls fucked around with this message at 22:13 on May 22, 2015 |
# ? May 22, 2015 22:09 |
|
Blzut3 posted:The Wolfenstein 3D engine uses information from the rendition step to do physics calculations all the time (you can only pick up items that the renderer has drawn for example). The "hitbox" is Wolf3D literally a check to see if the center of the sprite was drawn in between two columns viewwidth/10 away from the center. Roughly equivalent (but not due to rounding) to an 18 degree cone. So I assume, then, that the Blake source port didn't adjust that value to account for larger resolutions?
|
# ? May 22, 2015 22:49 |
|
System shock 2 is 90cts on the humble store
|
# ? May 22, 2015 23:10 |
|
Blzut3 posted:(you can only pick up items that the renderer has drawn for example). Oh! I wondered why you couldn't pick things up if you reversed over them. I think people underestimate how hacky a lot of early FPS's are: the best one I found was fogging/dimming not working on the ROTT ports at higher resolutions, because the maths all worked on the absolute height in pixels of the sprite/column.
|
# ? May 23, 2015 00:39 |
|
People take for granted that simple video game mechanics poo poo was not at all simple in the 80s and 90s.
|
# ? May 23, 2015 00:43 |
Prenton posted:Oh! I wondered why you couldn't pick things up if you reversed over them. A lot of things in old games were done in hacky methods to get things done quickly, or to get the code to fit in a certain amount of space. Pokemon first gen is a fascinating study of this.
|
|
# ? May 23, 2015 00:49 |
|
Prenton posted:I think people underestimate how hacky a lot of early FPS's are: the best one I found was fogging/dimming not working on the ROTT ports at higher resolutions, because the maths all worked on the absolute height in pixels of the sprite/column.
|
# ? May 23, 2015 01:29 |
|
There are similar issues in Doom, too. The close range light effect depends on resolution, so if you hug a wall and then change the view window's size the wall's brightness will change. Cat Mattress fucked around with this message at 09:47 on May 23, 2015 |
# ? May 23, 2015 09:32 |
|
Segmentation Fault posted:A lot of things in old games were done in hacky methods to get things done quickly, or to get the code to fit in a certain amount of space. Pokemon first gen is a fascinating study of this. Source on the pokemon stuff?
|
# ? May 23, 2015 12:28 |
|
unpacked robinhood posted:System shock 2 is 90cts on the humble store Thank you
|
# ? May 23, 2015 12:37 |
|
UIApplication posted:Source on the pokemon stuff? I think he means glitched stuff like MissingNo. which happened due to devs cutting corners to save memory.
|
# ? May 23, 2015 17:10 |
|
Nintendo is notorious for never sanity checking anything, which is why so many of their games have crazy bugs where the game keeps going after being made to read past the end of an array or otherwise work with memory it isn't supposed to be working with.
|
# ? May 23, 2015 19:29 |
|
dis astranagant posted:Nintendo is notorious for never sanity checking anything, which is why so many of their games have crazy bugs where the game keeps going after being made to read past the end of an array or otherwise work with memory it isn't supposed to be working with. I don't know about that. Pokemon couldn't do sanity checking like that because they really just didn't have the resources. Pokemon first gen only barely fit on that cart as I understand
|
# ? May 23, 2015 20:01 |
|
Glagha posted:I don't know about that. Pokemon couldn't do sanity checking like that because they really just didn't have the resources. Pokemon first gen only barely fit on that cart as I understand Because Nintendo wanted to cheap out on storage, not because of a hard limit. If Nintendo had been willing to spend an extra 25 cents per cart or whatever, they'd have plenty of room.
|
# ? May 23, 2015 23:35 |
|
The simplicity and low-level nature of programming early consoles is what causes that, not being cheap. Graphics, tilemaps are all just memory pointers. No reason to waste CPU cycles on bounds checking just so you can crash, when the user is just gonna reset the game when it breaks the gently caress out anyway.
|
# ? May 24, 2015 00:23 |
|
spongeh posted:The simplicity and low-level nature of programming early consoles is what causes that, not being cheap. Graphics, tilemaps are all just memory pointers. No reason to waste CPU cycles on bounds checking just so you can crash, when the user is just gonna reset the game when it breaks the gently caress out anyway. No, the low level nature of the programming isn't what's involved with Pokemon Red/Blue/Green. The later Gold/Silver games ran on the same hardware but were given 16 megabit ROM for nowhere near double the data needed to be stored, and as such had a lot more sanity checking fit in. The Red/Blue/Green games meanwhile were jammed into 8 megabit ROM with bytes to spare.
|
# ? May 24, 2015 04:53 |
|
What GZDoom command controls or disables the screen glow that pulses for a second when you pick up items? I don't want to modify any other light options right now, I just want to stop the screen blinking all the drat time. I didn't see an option in the menu.
|
# ? May 24, 2015 06:00 |
|
Copper Vein posted:What GZDoom command controls or disables the screen glow that pulses for a second when you pick up items? I don't want to modify any other light options right now, I just want to stop the screen blinking all the drat time. I didn't see an option in the menu. It's pickupcolor in MAPINFO/GameInfo. You'll have to create a mod to change that.
|
# ? May 24, 2015 08:09 |
|
I think there's a strong case to be made for Sunder.wad being actual art.
|
# ? May 24, 2015 11:27 |
|
Just finished Seven Portals hub in Hexen and man it's so much better than Heretic. Heretic really felt like boring Doom clone where as Hexen feels so much like a game of its own. Also that green spell is soooo OP
|
# ? May 24, 2015 15:59 |
|
Maybe not exactly what was meant but interesting regardless: https://tcrf.net/Pok%C3%A9mon_Red_and_Blue
|
# ? May 24, 2015 16:26 |
|
Decided to pick up Going Down again and realized why I stopped playing it. Map13 is god drat hell. I can't get through it even on HNTR And of course shortly after posting that I beat it without issue. I guess figuring out how to get the mega armor helps Mak0rz fucked around with this message at 19:39 on May 24, 2015 |
# ? May 24, 2015 17:32 |
|
Mak0rz posted:And of course shortly after posting that I beat it without issue. I guess figuring out how to get the mega armor helps The secret areas in Going Down make a shitload of difference, simply because how compact the maps are. A single big boost like a suit of blue armor can completely change your chances of survival.
|
# ? May 24, 2015 19:49 |
|
maev posted:I think there's a strong case to be made for Sunder.wad being actual art.
|
# ? May 24, 2015 20:52 |
|
ugh.
|
# ? May 24, 2015 20:54 |
|
Dominic White posted:The secret areas in Going Down make a shitload of difference, simply because how compact the maps are. A single big boost like a suit of blue armor can completely change your chances of survival. The worst maps are those which hide the super shotgun in some retarded secret location then you find it 30 mins later after pump-actioning barons and you think
|
# ? May 24, 2015 21:38 |
|
How can I get the Mac/3DO assets for ECWolf? I'm on Linux if this changes anything.
|
# ? May 24, 2015 21:59 |
|
DID YOU KNOW: John Carmack experimented with having voxel-based enemies in Doom?
|
# ? May 24, 2015 22:16 |
|
Babylon Astronaut posted:Try satanic sunder. It is very good. Satanic is a weapon mod that makes the game harder. How about just play sunder on its own because it's an incredible set of levels
|
# ? May 24, 2015 23:14 |
|
A public beta of Powerslave EX has been released. https://powerslaveex.wordpress.com/2015/05/24/powerslave-ex-public-beta-released/
|
# ? May 25, 2015 00:00 |
|
Unsurprisingly, it's really good. I'm really blowing through it, though. Partially because beating the Saturn version means I know the general direction of where I'm going, partially because mouselook makes encounters a lot simpler. I swear the pistol's ammo pool drains faster than it can regenerate from ammo drops, though. You'd think that'd be a problem the machine gun has, but surprisingly not.
|
# ? May 25, 2015 01:07 |
|
|
# ? May 19, 2024 22:03 |
|
This is really cool, I never got the chance to play the full game back in the day but I remember the demo being pretty entertaining.
|
# ? May 25, 2015 01:44 |