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Cat Mattress
Jul 14, 2012

by Cyrano4747

Mak0rz posted:

Is there anything a source port can even do if sector lighting is hard-coded into the map data?

Of course. The port has to read and interpret the map data after all, and it can do whatever it wants with it at this point.

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david_a
Apr 24, 2010




Megamarm
Yeah this isn’t Quake where a lot of the lighting is precomputed; in Doom a strobe light is just a sector with a type set to 2. It’s entirely up to the engine to interpret what that means.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde
Oh no, its happening again:

Revenant Bus - A Doom 2 Simulation Map

:allears:

Tippis
Mar 21, 2008

It's yet another day in the wasteland.


Uh-oh. Star Citizen is suddenly going up against some stiff competition.

zindryr
Dec 13, 2004
Nothing
Hey guys, been lurking the thread for a bit but wanted to see if anyone's interested in playing some of the more dead multiplayer Half-Life mods with other people. I'm trying to get a weekly time going with a general schedule for what we'll be playing setup, but haven't been able to attract many players just yet so we've mostly been just hanging out in Sven Co-op on Saturday nights and running through different maps and campaigns.

This week I wanted to try to branch out though and we're going to be playing Vampire Slayer tonight. I have a dedicated server setup and running already (running on a computer that's only doing the server on home fiber so YMMV with the connection but it holds up well for most), threw some stats in there, got HLTV running so that demos can be released later if anyone wants to make videos, and even have a bot that can relay messages from our Discord into the server (still working on the out of the server part).

Server will be at server.kuoushi.com:27015, and we're targeting 10pm PST (1am EST) tonight for people joining and playing. Depending on turn out we could play other HL mods that people want to play next week, but just want to see how this goes this week.

Here's also a quick link to the event page on my site, which should allow you to add it to your iCal or Google Calendar so you can get times in your timezones as well.

I'll be upfront and say there's a stream, but that's fully optional and I'd much rather people play the game than watch the stream at all so I'm not going to link that specifically.

Hope to see some of you guys in there tonight.

zindryr fucked around with this message at 14:15 on Oct 27, 2018

Chinook
Apr 11, 2006

SHODAI

zindryr posted:

Hey guys, been lurking the thread for a bit but wanted to see if anyone's interested in playing some of the more dead multiplayer Half-Life mods with other people. I'm trying to get a weekly time going with a general schedule for what we'll be playing setup, but haven't been able to attract many players just yet so we've mostly been just hanging out in Sven Co-op on Saturday nights and running through different maps and campaigns.

This week I wanted to try to branch out though and we're going to be playing Vampire Slayer tonight. I have a dedicated server setup and running already (running on a computer that's only doing the server on home fiber so YMMV with the connection but it holds up well for most), threw some stats in there, got HLTV running so that demos can be released later if anyone wants to make videos, and even have a bot that can relay messages from our Discord into the server (still working on the out of the server part).

Server will be at server.kuoushi.com:27015, and we're targeting 10pm PST (1am EST) tonight for people joining and playing. Depending on turn out we could play other HL mods that people want to play next week, but just want to see how this goes this week.

Here's also a quick link to the event page on my site, which should allow you to add it to your iCal or Google Calendar so you can get times in your timezones as well.

I'll be upfront and say there's a stream, but that's fully optional and I'd much rather people play the game than watch the stream at all so I'm not going to link that specifically.

Hope to see some of you guys in there tonight.

Hoping to check this out after trick or treating with the kids tonight. Very cool.

Lemon-Lime
Aug 6, 2009
poo poo yeah, Vampire Slayer was great. I hope you do Frontline Force and Desert Crisis at some point.

Wish the time slot wasn't 7am my time, though, I sadly can't do that.

Plan Z
May 6, 2012

Don't know if it was mentioned, but the extreme darkness in Warlock was apparently caused by something in High graphics settings. I'm pretty sure they may have fixed it.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

Lawman 0 posted:

What are some good wads lately?

I recently was watching the "Let's Play 20 years of Doom" videos, and that got me to pick up and work on polishing up the wad I've intermittently been working on for a while, although it's not spectacular because sometimes many years go by between periods of work on it. Maps 01, 02, 03 and 07 are finished. I'm actually thinking that Map 01 is too big and long and might be better if I take a chainsaw and trim off some large chunks from it. I could throw that up on a site if there's interest.

Ularg
Mar 2, 2010

Just tell me I'm exotic.
I'll turn on smooth doom and play pretty much anything made earnestly.

zindryr
Dec 13, 2004
Nothing

Lemon-Lime posted:

Wish the time slot wasn't 7am my time, though, I sadly can't do that.

Well that's just the start time. For reference, last week we played Sven Co-op for about 9 hours after that, so hop in when you wake up and see if anyone's still playing. It's possible, though we might be down to just riding motorcycles around and crashing by that point.

Amebx
Aug 6, 2007

i'm a shark!!! i'm a SHAAAARK!! suck my diick!! I'M A SHAAARK!!

I feel like this is a p good sequel, or at a step in the right direction. What really sold me on the classic Revenant wads was the focus on murdering large amounts of Revenants. The Revenant Problem took the series in the wrong direction. Trying to put too much philosophy into my murder game. It wasn't a bad wad really, it just wasn't a good Revenant wad.

GODDAMN FOOL
Aug 23, 2005

DO NOT READ >>>
VAMPIRE SLAYER? SIGN ME THE gently caress UP.

MariusLecter
Sep 5, 2009

NI MUERTE NI MIEDO

Amebx posted:

I feel like this is a p good sequel, or at a step in the right direction. What really sold me on the classic Revenant wads was the focus on murdering large amounts of Revenants. The Revenant Problem took the series in the wrong direction. Trying to put too much philosophy into my murder game. It wasn't a bad wad really, it just wasn't a good Revenant wad.

Can't fault someone for trying to elevate their work.

Chinook
Apr 11, 2006

SHODAI

GODDAMN FOOL posted:

VAMPIRE SLAYER? SIGN ME THE gently caress UP.

That was super fun. Thanks to zindryr for hosting it. Too many old silly MP mods that I've missed, I'm looking forward to this if it keeps happening weekly.

Joe the Strummer
Jun 14, 2012

I missed vampire slayer, but host a game of The Specialists and I'm loving there

zindryr
Dec 13, 2004
Nothing
Thanks for joining and playing guys. Been a long time since I've played Vampire Slayer and it's still just as wonky and fun as I remembered. Whoever thought those bikes were a good idea should be fired then re-hired and promoted.

Stats are up for the night if you feel like bragging. Also, posted up downloads for the HLTV demos on my site as well in case anyone's feeling like making videos out of some of the more dumb things that happened tonight. Feel free to grab them there.

Joe the Strummer posted:

I missed vampire slayer, but host a game of The Specialists and I'm loving there

Well you'll be happy to know that I actually just decided The Specialists is next week. I'll pop back in the thread closer to time to give a reminder, but timing should be about the same as this week's. Just in case, here's the event page with proper dates/times, etc. And if you're curious about the games I'm considering for the coming weeks you can always check the crappy forum thread where I'm keeping track of that.

zindryr fucked around with this message at 10:40 on Oct 28, 2018

Uncle Kitchener
Nov 18, 2009

BALLSBALLSBALLSBALLS
BALLSBALLSBALLSBALLS
BALLSBALLSBALLSBALLS
BALLSBALLSBALLSBALLS

Putting a fiver in my Oyster for the ride.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

Ularg posted:

I'll turn on smooth doom and play pretty much anything made earnestly.

Okay, then. Here's my Doom 2 WAD (Map 01, 02, 03 and 07). You'll need to warp to Map 07, but that's fine since all my levels are playable on UV from a pistol start.

I wanted to make these levels (except MAP 07) so that each playthrough could be different, so some of them have areas which can be tackled in different orders and in Map01, from different entrances as well.

I used ZDoom to play and test it, and I needed to make use of some of the additional special line actions from modern source ports on Map 02 which just didn't exist in the original release. (Specifically, repeatable walk triggers to raise and lower floors and ceilings. I believe The original game only has one-time walk and repeatable switch triggers for those actions.) But presumably most modern source ports support that kind of thing.

Any feedback is welcome, feel free to be harsh. I have tested these playing intentionally sloppy and missing all secrets, but I don't know how difficult they'll be for an unfamiliar player. Feedback about what does work would be good too.

http://www.mediafire.com/file/yytdrq39xojz2c9/STABase.zip/file

Stabbey_the_Clown fucked around with this message at 22:35 on Oct 28, 2018

CJacobs
Apr 17, 2011

Reach for the moon!
Project Warlock has updated with one of two patches to come that is fixing the bugs/weirdness with the lighting. The game looks much better now!







It's so nice to be able to actually see what I'm doing.

Convex
Aug 19, 2010
I'm still impressed that the guy who made is about 19 and grew up playing Duke, Doom and Blood because he has an awesome dad :unsmith:

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Convex posted:

I'm still impressed that the guy who made is about 19 and grew up playing Duke, Doom and Blood because he has an awesome dad :unsmith:

Man, one of my fondest memories is being 8 or 9 years old and watching my dad play Doom and Quake at night while I ate Oreos.

They say you shouldn't expose kids to violent video games because it might rub off on them, but I came out fine and it makes me want to punch those people in the loving face for scaremongering and depriving a generation of fond memories.

GUI
Nov 5, 2005

CJacobs posted:

Project Warlock has updated with one of two patches to come that is fixing the bugs/weirdness with the lighting. The game looks much better now!







It's so nice to be able to actually see what I'm doing.

Let's hope it updates soon because buddy I can't see anything!!!!




Casimir Radon
Aug 2, 2008


I honestly don't have too much of a problem seeing stuff. On the other hand I'm not quite finished with the first episode. Game is really addictive though.

Rupert Buttermilk
Apr 15, 2007

🚣RowboatMan: ❄️Freezing time🕰️ is an old P.I. 🥧trick...

Cream-of-Plenty posted:

Man, one of my fondest memories is being 8 or 9 years old and watching my dad play Doom and Quake at night while I ate Oreos.

They say you shouldn't expose kids to violent video games because it might rub off on them, but I came out fine and it makes me want to punch those people in the loving face for scaremongering and depriving a generation of fond memories.

Nicely done :golfclap:

Potsticker
Jan 14, 2006


GUI posted:

Let's hope it updates soon because buddy I can't see anything!!!!


Did you turn the threshold setting down?

treat
Jul 24, 2008

by the sex ghost

zindryr posted:

Thanks for joining and playing guys. Been a long time since I've played Vampire Slayer and it's still just as wonky and fun as I remembered. Whoever thought those bikes were a good idea should be fired then re-hired and promoted.

Stats are up for the night if you feel like bragging. Also, posted up downloads for the HLTV demos on my site as well in case anyone's feeling like making videos out of some of the more dumb things that happened tonight. Feel free to grab them there.


Well you'll be happy to know that I actually just decided The Specialists is next week. I'll pop back in the thread closer to time to give a reminder, but timing should be about the same as this week's. Just in case, here's the event page with proper dates/times, etc. And if you're curious about the games I'm considering for the coming weeks you can always check the crappy forum thread where I'm keeping track of that.

Thank you so much for this. I'm out of town for work until Thanksgiving but I'm ultra down for this once I get back. I have a steam group for old game/mod pickups that's been stagnant for years, but it's mostly goons and any member can post events and announcements. Definitely feel free to abuse it. https://steamcommunity.com/groups/fat_old_men

GUI
Nov 5, 2005

Potsticker posted:

Did you turn the threshold setting down?

I haven't touched anything in the settings. From what I've read (I think it was mentioned here too) it's a glitch with the High graphics settings, lowering it to Medium makes it look ok.

Potsticker
Jan 14, 2006


GUI posted:

I haven't touched anything in the settings. From what I've read (I think it was mentioned here too) it's a glitch with the High graphics settings, lowering it to Medium makes it look ok.

From what I've seen, having it on high graphics setting and then just tweaking the threshold to be a bit lower looks perfectly fine. Though if you tweak it too low you're not going to need the light spell at all. (which may be good depending on your feelings about that mechanic)

CJacobs
Apr 17, 2011

Reach for the moon!

GUI posted:

I haven't touched anything in the settings. From what I've read (I think it was mentioned here too) it's a glitch with the High graphics settings, lowering it to Medium makes it look ok.

I have the graphics at high settings and it doesn't look like that. Are you running the game at v1.0.0.1.1?

edit: Also, yes, turn the 'threshold' setting down to 0. It crushes the color range so that dark colors turn pitch black and does not look very good.

Sally
Jan 9, 2007


Don't post Small Dash!

clearly they picked up a berserk partway through that post

Ularg
Mar 2, 2010

Just tell me I'm exotic.

Stabbey_the_Clown posted:

Okay, then. Here's my Doom 2 WAD (Map 01, 02, 03 and 07). You'll need to warp to Map 07, but that's fine since all my levels are playable on UV from a pistol start.

I wanted to make these levels (except MAP 07) so that each playthrough could be different, so some of them have areas which can be tackled in different orders and in Map01, from different entrances as well.

I used ZDoom to play and test it, and I needed to make use of some of the additional special line actions from modern source ports on Map 02 which just didn't exist in the original release. (Specifically, repeatable walk triggers to raise and lower floors and ceilings. I believe The original game only has one-time walk and repeatable switch triggers for those actions.) But presumably most modern source ports support that kind of thing.

Any feedback is welcome, feel free to be harsh. I have tested these playing intentionally sloppy and missing all secrets, but I don't know how difficult they'll be for an unfamiliar player. Feedback about what does work would be good too.

http://www.mediafire.com/file/yytdrq39xojz2c9/STABase.zip/file

Thanks. Sorry I couldn't get to it yesterday due to pain, and having to take a break atm for the same reason.

Although I got to ask if I'm supposed to be able to pick up this red key card or if I missed something with the puzzle still.



I'm also recording my playthrough if that's helpful to you at all.

Stabbey_the_Clown
Sep 21, 2002

Are... are you quite sure you really want to say that?
Taco Defender

Ularg posted:

Thanks. Sorry I couldn't get to it yesterday due to pain, and having to take a break atm for the same reason.

Although I got to ask if I'm supposed to be able to pick up this red key card or if I missed something with the puzzle still.



I'm also recording my playthrough if that's helpful to you at all.


Ugh, hand pain sucks. I've got tendonitis and I need to be careful with my hands as well.

That key isn't for picking up, it's just to indicate that it lowers the actual red key, which is in a different room. I suppose I could change the pillar to reveal a small sector with the "Red Key Door" texture instead, athough I think that might be more confusing. Maybe if I make the window smaller it won't confuse players into thinking they need to get in there.

I am glad you solved that puzzle, I wasn't sure how difficult it would be, or how obvious it would be that the player needed to go up to that spot. I do tend to go overboard with puzzles at times and Map01 is probably the worst offender.

Recording will probably be very helpful feedback indeed.

Escape Goat
Jan 30, 2009

I got GZDoom to compile and added a "hello world" variable to the console. Sound doesn't work but I'm stoked. :toot:

I have a project I'd like to try on some simpler maps to start with, preferably ones without large height changes or minimal use of stairs. I thought Wolfenstein maps might be a good place to begin but I am now realizing they aren't compatible with Doom. I don't suppose anyone "ported' Wolf3D to Doom?

Arivia
Mar 17, 2011

Escape Goat posted:

I got GZDoom to compile and added a "hello world" variable to the console. Sound doesn't work but I'm stoked. :toot:

I have a project I'd like to try on some simpler maps to start with, preferably ones without large height changes or minimal use of stairs. I thought Wolfenstein maps might be a good place to begin but I am now realizing they aren't compatible with Doom. I don't suppose anyone "ported' Wolf3D to Doom?

You could probably mess around with Oblige to get a bunch of really flat maps.

Ularg
Mar 2, 2010

Just tell me I'm exotic.

Stabbey_the_Clown posted:

Ugh, hand pain sucks. I've got tendonitis and I need to be careful with my hands as well.

That key isn't for picking up, it's just to indicate that it lowers the actual red key, which is in a different room. I suppose I could change the pillar to reveal a small sector with the "Red Key Door" texture instead, athough I think that might be more confusing. Maybe if I make the window smaller it won't confuse players into thinking they need to get in there.

I am glad you solved that puzzle, I wasn't sure how difficult it would be, or how obvious it would be that the player needed to go up to that spot. I do tend to go overboard with puzzles at times and Map01 is probably the worst offender.

Recording will probably be very helpful feedback indeed.

Don't usually have to deal with hand pain unless I mess something up bad. Usually it's Fibromyalgia, chronic headaches and migraines, baker's cyst in my right knee and sciatica nerve pain from a bulging disc in my right leg. So I can't sit and use my computer for more than 20 minutes before I have to get up and walk around.

Here's that video up to the part of that puzzle where I had to take a break:

https://www.youtube.com/watch?v=iBQHJFkC3Eo

(Should slowly process in 1080p/60fps if the quality is too bad right now)

I do actually like the puzzle box nature so far of the other rooms. And now that you mentioned the key being in a diff room I remember running into the drat thing, so user error. Once I saw the colored floor I kinda new what was up, and that panel that gave the color combination made it simple.

That first puzzle room I went in though, while I understood it, felt more like I was brute forcing the button presses instead of having to make decisions or solve a problem. Although it was perfectly fine. Finding the pillar that collapsed before it rises again was the challenge for me.

site
Apr 6, 2007

Trans pride, Worldwide
Bitch

Escape Goat posted:

I got GZDoom to compile and added a "hello world" variable to the console. Sound doesn't work but I'm stoked. :toot:

I have a project I'd like to try on some simpler maps to start with, preferably ones without large height changes or minimal use of stairs. I thought Wolfenstein maps might be a good place to begin but I am now realizing they aren't compatible with Doom. I don't suppose anyone "ported' Wolf3D to Doom?

Isn't ecwolf wolf3d on the gzdoom engine?

Cat Mattress
Jul 14, 2012

by Cyrano4747

site posted:

Isn't ecwolf wolf3d on the gzdoom engine?

No, it's a Wolf4SDL fork with a lot of ZDoom bits grafted in.

But there is AFADoomer's Wolf 3D TC.

Luigi Thirty
Apr 30, 2006

Emergency confection port.

Any good Doom editors for Mac?

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Cat Mattress
Jul 14, 2012

by Cyrano4747
You'll have to make do with SLADE 3 and Eureka.

The Doom Builder 2 family is built around Direct X and therefore not portable.

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