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Shadow Hog posted:Planisphere 2, I suppose? Certainly not for stability, though. Having a to-scale representation of New York City in a single map doesn't exactly lend itself to good framerates.
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# ¿ Jul 24, 2014 23:22 |
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# ¿ May 15, 2024 08:05 |
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Yodzilla posted:Do we know if id Tech 6 is going to be using megatextures?
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# ¿ Jul 30, 2014 22:04 |
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Dewgy posted:It's hard to notice but I used to know a Doom mapper who was experimenting with making a map with a ton of custom textures so that nothing would ever repeat. IIRC he abandoned it because it was incredibly tedious and time consuming to make, would have had a relatively huge filesize for a simple Doom map, and didn't really make that big of a difference.
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# ¿ Jul 31, 2014 02:05 |
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Zaphod42 posted:After all the work put into making GTA4's New York, it'd be cool if another game could take that and build upon it, rather than having to start from scratch and reinvent the wheel.
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# ¿ Jul 31, 2014 18:22 |
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Zaphod42 posted:That's in QUAKE?
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# ¿ Aug 1, 2014 23:23 |
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Yeah Kingpin made the mistake of using an engine with vertex animation and not skeletal animation. Since you can blow the limbs off characters, the game had to store a bunch of alternate models in memory all the time, and since the minimum RAM requirement was probably 64 MB or something silly like that, they had to compress all the animations to poo poo. That's literally what the weird jello lerping is -- lossy compression.
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# ¿ Aug 3, 2014 20:13 |
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Quake Live was always basically Quake 3 in a browser right? So now it's... weird babby Quake 3 in a browser?
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# ¿ Aug 8, 2014 22:54 |
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I'm not terribly surprised really. If you want to play around with amateur game development, is there anything else even remotely like Doom? There's a ton of content, tools, tutorials, active forums, engines with powerful scripting, and making new levels and graphics are a piece of cake. I've thought for years that any developer in preproduction for a shooter-type game could do a lot worse than to make a crude prototype in ZDoom.
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# ¿ Aug 16, 2014 02:47 |
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I barely even think about Doom 2 as a standalone game, it's more like a... platform. Like "here's a bunch of dumb levels you can play if you want, but you really should go on
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# ¿ Aug 17, 2014 23:37 |
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I've been messing with a Doom source port trying to figure out how to add motion blur and jesus this is some loving spaghetti code https://www.youtube.com/watch?v=Y9G6GcvieOQ
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# ¿ Aug 18, 2014 06:56 |
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I quickly just made Lost Souls spawn Lost Souls when they die, here's a trip report just before GZDoom totally froze
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# ¿ Aug 18, 2014 20:07 |
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https://www.youtube.com/watch?v=qDd30z8taR8
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# ¿ Aug 18, 2014 20:40 |
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built demos are weird https://www.youtube.com/watch?v=K1eWKNhHXNc
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# ¿ Aug 20, 2014 17:44 |
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I've been on this Doom demo recording poo poo the last few days https://www.youtube.com/watch?v=rNx5ERixrYc
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# ¿ Aug 20, 2014 22:26 |
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Yodzilla posted:I don't get anything about this. Why. When I watch it focusing on the normal method and then on my own method, I feel like I can tell a slight difference, but it might be wishful thinking.
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# ¿ Aug 21, 2014 02:10 |
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Zaphod42 posted:I wish I could play the whole game on "difference" mode https://www.youtube.com/watch?v=s_jDRXLzWDM
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# ¿ Aug 21, 2014 21:35 |
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mod sassinator posted:Are there any nice Doom and Quake server tools? I'd love to have something that can connect to the server (or be a part of the server) and get info on who's playing, what their kills/deaths/etc. are, and use that to display a dashboard on a monitor. Anything like that exist?
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# ¿ Aug 21, 2014 22:56 |
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Here's a weird mystery. Here's the Lost Soul as it appeared in Doom v1.0: Here's the Lost Soul as it appeared in Doom v1.666 / Doom 2 v1.666 / all subsequent PC Doom 1/2 versions: In case it's not obvious, here they are side by side: So the Lost Soul sprite was changed slightly, to give it more of a, uh, unibrow ridge, smaller nose hole, and more movement / lighting variation. OK, now here's Playstation Doom, released in fall 1995, which included Doom 2 maps and monsters: And here's SNES Doom, also released in fall 1995, which was only a port of Doom 1: So how did the SNES Doom 1 port get the newer Doom 2 version of the Lost Soul, and the Playstation Doom 2 port get the older Doom 1 version of the Lost Soul?? Linguica fucked around with this message at 08:57 on Aug 26, 2014 |
# ¿ Aug 26, 2014 08:46 |
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Mak0rz posted:I'm not asking if it had more maps. I'm asking if it had new maps. Info I find online seems to indicate that it doesn't, but I'm almost positive I remember there was a secret map in Episode 3 that was a mirrored Slough of Despair in an issue of Nintendo Power.
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# ¿ Aug 26, 2014 18:48 |
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https://www.youtube.com/watch?v=p0cbzYnb2oY
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# ¿ Aug 28, 2014 05:26 |
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SwissCM posted:Okay now make it so every single sound is pitch shifted.
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# ¿ Aug 28, 2014 06:16 |
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https://www.youtube.com/watch?v=7V8mmoKWJNE
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# ¿ Aug 30, 2014 06:14 |
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Zedsdeadbaby posted:Refueling Base with that fix
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# ¿ Aug 30, 2014 07:37 |
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mod sassinator posted:Haha that's great. I bet they never turned it on because it just computes distance as the crow flys instead of only following open areas that sound can travel through.
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# ¿ Aug 30, 2014 07:49 |
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mod sassinator posted:Ah wow, from the video it just looks like some kind of exponential distance from the player. That's cool it actually runs through all the sectors. So in my hacked code, so long as there's at least one monster after each sound-blocking line and before the next, the alerting noise will keep propagating forever. It's kind of neat to play Doom that way since you get surprised by a lot of already-active monsters, and it's somewhat more "realistic" that monsters go on alert when they hear other monsters go on alert, but I can see why they disabled it. Linguica fucked around with this message at 08:04 on Aug 30, 2014 |
# ¿ Aug 30, 2014 07:58 |
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I spent a good portion of my Sunday proving that there's a bug in Doom 2 that can result in it taking literally 11.67 years for a Map30 spawn cube to spawn a monster
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# ¿ Sep 1, 2014 01:29 |
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# ¿ Sep 2, 2014 07:09 |
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The original Doom renderer is really not meant for high resolutions
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# ¿ Sep 6, 2014 06:49 |
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Mak0rz posted:Wait. What's happening here? e: and it just gets worse and worse and worse Linguica fucked around with this message at 08:04 on Sep 6, 2014 |
# ¿ Sep 6, 2014 07:38 |
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Cat Mattress posted:Short and sweet is that a line is drawn between two vertices, but if one of these vertices is behind the player, Doom has no idea where it is exactly ^ ^ | | | start drawing here all the way to here It might be better if you imagine that line as having a middle texture like a grate or whatever, and that the engine is trying to draw the texture all the way across most of the player's screen. You can imagine that as you get towards the left edge of the screen, the scale of the line is OBSCENELY BIG, because it is like three nano-angstroms away from the player viewpoint. And the Doom engine uses normal integers that can't get nearly big enough, so it hits the scaling cap on the left side. And since the engine just interpolates the scale between the left edge and the right edge of the line when drawing it, that makes the line appear to be more sloped than it really is. Here's a quick illustration: And since PrBoom (inexplicably) calculates the scaling factor with the screen resolution as a component, that means that the higher the resolution, the higher all the numbers are, and the more quickly and severely you hit the integer cap. Linguica fucked around with this message at 19:10 on Sep 6, 2014 |
# ¿ Sep 6, 2014 19:03 |
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I'm finally playing BTSX1, and one minor thing I noticed that really screams polish is that they took the time to hide all unnecessary lines on the automap, so it looks much cleaner and easier to understand.
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# ¿ Sep 8, 2014 20:47 |
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Al Cu Ad Solte posted:Are there any wads aside from Hellbound that follow the same "Hell on Earth" scenario as Doom II? e: or Unholy Realms http://www.doomworld.com/idgames/?file=levels/doom2/megawads/ur.zip Linguica fucked around with this message at 04:25 on Sep 11, 2014 |
# ¿ Sep 11, 2014 04:18 |
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Jblade posted:I remember hearing about one of those big events the publisher GOD did where Levelord was manning the barbeque and serving up burgers. What I wouldn't give to go back in time to that place.
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# ¿ Sep 11, 2014 19:58 |
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Possibly? I had the "good fortune" to go to E3 in the early 2000s which was the high point in over the top booths and PR stunts and wanton misogyny.
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# ¿ Sep 11, 2014 20:16 |
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Yeah I recently started playing WADs on HMP as default and it's a lot less exasperating.
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# ¿ Sep 13, 2014 03:29 |
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I liked Smooth Doom when it was just trying to make the vanilla animations less herky jerky but all the new stuff is just tacky and weird to me.
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# ¿ Sep 13, 2014 20:18 |
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The Kins posted:There was a French version of Doom 2! Which is unexpected. quote:APRES AVOIR VAINCU LES GROS MECHANTS
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# ¿ Sep 22, 2014 03:52 |
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Woolie Wool posted:The LG didn't need replacing. Why nerf a weapon to death just to replace it with a weapon that does the same thing, but more boring? Segmentation Fault posted:Indeed all in-game advertising is gone, even the billboards, which is something I kind of miss honestly. If the game is meant to be about spectator bloodsport, it would make sense to have advertisements and sponsors on the walls and such. Even some fictional ads or ads for Bethesda games like Wolf: TNO or The Evil Within would be neat.
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# ¿ Sep 22, 2014 16:30 |
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Cool hooker outfit on the player character on the left there. I didn't realize it was still 1998.
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# ¿ Sep 23, 2014 17:07 |
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# ¿ May 15, 2024 08:05 |
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TerminusEst13 posted:Sprites are so much cooler than models.
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# ¿ Sep 26, 2014 06:53 |