#classic-doom-maps-mods

1 messages · Page 54 of 1

safe timber
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@pearl sundial

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thoughts on it so far?

haughty flower
safe timber
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i want it to be a really upward moving map

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btw, no walls yet

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well

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besides 1

haughty flower
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The staircase looks boring now.

safe timber
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what about the huge spiral one leading to the bridge over the lava?

haughty flower
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It'll take too long to traverse.

safe timber
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well

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thats not the only way up

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theres a jump pad

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lol

ashen saddle
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@vocal crypt Well, SRB2 is just a big old Doom mod, but you don't actually need Doom to play it. It's on a modified version of Doom Legacy, so I figured it'd be close enough to show off here

unreal oyster
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The -dev part of the name actually means you can post anything related to game development

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We had a gamedev channel for a bit but we merged it since the use cases were pretty similar

ashen saddle
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Cool, I'll keep showing off SRB2Kart then

haughty flower
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hallway hunter is half done

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it'll have 4 maps

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only got 2

ancient plover
haughty flower
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Whats a good Midi maker?

unkempt wadi
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fl studio has a pretty intuitive piano roll; midi can be weird to set up on it but you only have to do it once then it stays that way until you reinstall. the only issue i have with it is i don't know how to do midi percussion on it. and the demo is free forever at the expense of loading saved work (except it doesn't matter if you just make midi with it because you can export the midi when you close it and then import it when you wanna work on it again)

zinc egret
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I am stumped on my recent mapping development

unkempt wadi
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i'm also having issues with my wad but it's with coding rather than mapping

safe timber
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im making a snap map that makes fun of modern shooters

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whenn you zoom in (its HAR only) it does 400 damage

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but without zoom it does 10

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without sprinting your 30% of the normal doom 16' movement speed

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and some other stupid things

zinc egret
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Chest high walls?

safe timber
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course

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just added regenerating health

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if you aren't damaged after 5 seconds it starts regenerating

warped rampart
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Make the movement speed without sprinting 1% of the normal DOOM movement speed

safe timber
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alright

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lol

warped rampart
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That’s around how 90% of modern shooters are

safe timber
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what should the sprint speed be?

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dude

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at 1% you cant even move

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ill stream it

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to show you

warped rampart
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Amazing

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But maybe just get a video and put it on YT

safe timber
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eh

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to lazy

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http//:twitch.tv/saltynurd

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crap

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there

haughty flower
safe timber
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its actualy a parody of that

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lol

zinc egret
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Yep, I played that on my own channel

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Surprised how well it did on views

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Some of my older Doom 3 video walkthrough videos got unusually high views

warped rampart
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It’s why my YT channel is basically centered around Doom and music

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I enjoy making music, and people [mostly] enjoy it

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I really love Doom, and I get plenty of views on those videos

unkempt wadi
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can anyone point me to a writeup on or blatant ctrl+v of a multi-directional dodging script? the only one i can find that works and doesn't have missing information (i.e. variables defined in an actor's decorate code when it's just showing the acs) is compiled, so i can't even look at it to learn how it works.

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i figured i'd ask here before bringing it to zdoom's "how do i" thread, since i have a bit of a bigger question for that anyway

forest niche
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Im working on my first map and was wondering if I could get some tips on making my opening room seem less empty

prisma saddle
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Would keep BSP based detailing to a minimum, it'll be handy if you want to edit it later on.

unkempt wadi
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@forest niche post the wad or some screenshots here, i'm not much of a mapper myself but i know a thing or two about what you're asking

forest niche
unkempt wadi
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pillars, 3d wall decorations (like bits jutting out), and height variation of the floor and/or ceiling could all help with that

forest niche
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ok, ill try that, maybe toss some armor bonuses on the sides too

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well this has lead to an exciting new problem, im trying to make sorta sunken in rug with a pillar in the middle of the benches and well...

unkempt wadi
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hmmm

forest niche
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non-euclidian geometry, not very common in reception areas

unkempt wadi
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i mean it would certainly attract patrons

forest niche
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eh but then you have to madness to deal with and the possibilities of elder gods slipping thru, its a mess

unkempt wadi
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yeah i don't know how to deal with the issue technically; like i said i'm not exactly a mapper, more of an artist/designer

forest niche
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ah, well guess I'll delete it for now and contenue working on the room in other places

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maybe try to remember how to make a door

torn timber
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There's a button to do it in GZDoom Builder

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you just select the sector you want to become a door and then click "Make Door From Selection"

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It'll let you pick the textures

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and then it'll make a basic door for you that you can then edit

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you can see it on the top of the UI while in sector mode

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@forest niche

forest niche
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im p sure my doom builder is crazy out of date tho so im not sure I have that

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like zDoom wasnt dead out of date

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I actually started this map like a good year may be 2 ago, then life happened

torn timber
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I would definitely upgrade to the latest GZDoom Builder to make use of the tools and such that come with that

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The latest can be gotten from here

forest niche
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it shouldnt break anything right?

torn timber
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it doesn't have an effect on your wad files

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it's just the editor

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worst you may have to do is change any preferences you changed with the other one

true galleon
karmic obsidian
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So for GZdoom, if you have Doom 1 and 2 on steam, does it automatically know where they are, or do I still have to place an IWAD in the folder I put GZDoom in?

unreal oyster
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this is better suited for #179862926809759744 , but i'd say it's better to keep the iwads in GZDoom's folder

karmic obsidian
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K.

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So how do you load up different wads?

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Do they all have different exe files, or do you have to load them from the console?

unreal oyster
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no, you can either use the command line or download a launcher

karmic obsidian
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Could you DM me your preferred launcher?

unreal oyster
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for the command line, you do something like
gzdoom.exe -iwad DOOM2 -file mod.pk3 or whatever

karmic obsidian
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Oh ok.

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So just DM me a launcher, as well.

unreal oyster
umbral sail
vocal crypt
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Damn, it's looking good.

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a modified reference

umbral sail
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thanks man, it is basically remake of the first level from ArmageDoom, the first mod from the BrutalDoom author P.S Yes I asked him if I can do that

zinc egret
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But why are you using PB?

umbral sail
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PB?

worldly shard
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I'm currently working on something called Tempest, which aims to take elements from Hexen and The Elder Scrolls and combine them into one mod. It will take place on four islands/archipelagos that you will essentially travel to by boat. Each island will be one level. If you're interested in this project and would like to help me with it, please let me know. Thank you. https://youtu.be/GyKTggRWunI

Tempest is an RPG that takes place on four different archipelagos, and is running on the GZdoom engine. If you are interested in this project, contact me on ...

▶ Play video
umbral sail
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the rifle gets reskinned if you start the map with brutal doom. This is purley optional

zinc egret
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I got tired of it so I made a mod from some of its assets

umbral sail
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@worldly shard looks nice

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I promise nothing but I would like to help in adding more details to stuff

worldly shard
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As in mapping?

umbral sail
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yes

worldly shard
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That would be great. Thanks, I'll send you the first island map once it's done.

umbral sail
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sure thing

zinc egret
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Makes me wonder why I'm not in the Modders category

unreal oyster
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there ya go

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also gave you directors since you have a yt channel

zinc egret
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Thanks

shadow bone
vocal crypt
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Tranquility?

shadow bone
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My Receiver-inspired "fuck you pull that slide manually if you want to put a round in the chamber" mod.

prisma saddle
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Is there a PK3?

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/WAD file?

shadow bone
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The Zip works like a PK3

prisma saddle
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Oh.

glacial skiff
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Map hangs when launching in GZDoom 3.2 pre-110-g60cb457 for me, can anyone else try to launch and confirm

warped rampart
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Does this look okay?

vocal crypt
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@glacial skiff it works fine for me

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no textures though

glacial skiff
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Map has no textures anyway

vocal crypt
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I figured

glacial skiff
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"default", "default2", and "default3" are placeholders

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What version are you using to test

vocal crypt
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g.24pre-634-g76a44eb

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I know I need to update it

glacial skiff
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That's still telling that something about this version of GZDoom does not like TppFortress.wad

vocal crypt
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also, yes it does hang a bit

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but it doesn't stop the game all together

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tested with 3.2

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so while it's not in a unplayable state, it's probably something that peeps might complain bout

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unless you add content to try to make that waiting justified

unreal oyster
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some guy in the zdoom discord is saying that the exact same thing is happening with his map

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it's just hanging

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so it's not your problem i don't think

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oh

vocal crypt
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what is this fortress even about

unreal oyster
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nvm

vocal crypt
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what is it

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Gut

unreal oyster
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you are the same guy who's saying that lmao

vocal crypt
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lol

unreal oyster
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whoops

vocal crypt
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anyway

warped rampart
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Speaking of which, can I get a link to the official ZDoom Discord?

vocal crypt
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what is this fortress ev en aout @glacial skiff

shadow bone
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It's on the forums

warped rampart
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I only found ZDiscord when I was doing a search on Google

unreal oyster
vocal crypt
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is this storming it Wolfenstein style except DOOM style?

shadow bone
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Well, then go on the ZDoom forums 😉

unreal oyster
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do you have a ZDF account, btw? they'll ask you to change your nick to your nick on ZDF if so

warped rampart
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I have the same name on ZDF as I do here

glacial skiff
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@vocal crypt It's a level I'm designing for the three-team asymmetrical multiplayer component of my furry-themed GZDoom mod

shadow bone
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The whole point of the Official ZDoom discord is that it's not public. Check in the Offtopic forum, it's a stickied topic.

unreal oyster
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alright cool you can just join and not change username then heh

vocal crypt
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so it's inspired by TF Diema?

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also, furry themed?

glacial skiff
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If the ZDoom Discord isn't public then don't fucking put unlimited invites to it. :V

vocal crypt
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Am I gonna be Mickey Mouse massacring villains from dreamworks and disney movies, the animal ones atleast?

glacial skiff
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Also no, no TF inspiration, mostly Metal Gear Solid inspired

shadow bone
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Fine, semi-public

unreal oyster
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it's supposed to be public to ZDF users basically

shadow bone
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Exactly

vocal crypt
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what, are they some sort of Brotherhood of Steel?

unreal oyster
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no, it's just to sync the communities

glacial skiff
unreal oyster
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the official ZDoom discord should have the same members as the official ZDoom forums is the idea

glacial skiff
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This map also fails to launch, I assume for the same reason

vocal crypt
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link the wad

glacial skiff
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(Screenshot was taken with an older version)

vocal crypt
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lettuce try to test it

unreal oyster
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it's not to be elitist, it's just to avoid turning into the Z-Discord 😛

glacial skiff
vocal crypt
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whats the stigma against Z-Discord?

unreal oyster
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it's a shitpost hell with basically no moderation

glacial skiff
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It's run by a French pedophile who basically lets all the members-- yeah

vocal crypt
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also, Diema the map doesn't even load, just brings me to Doom 2 level 1

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so the game launches successfully

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but

glacial skiff
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map tppbase

vocal crypt
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not the level-

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oh

glacial skiff
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Woops wrong map name

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FOBEDIT should be correct

vocal crypt
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it loads

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no textures yet again

glacial skiff
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(You're supposed to launch these using wad names anyway)

vocal crypt
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I saw some pattern with the tpp aprt.

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*part

glacial skiff
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The Phantom Prologue, a reference to MGSV:TPP

vocal crypt
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so that's all the metal gear inspiration?

glacial skiff
vocal crypt
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oh

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taht your gary stu?

glacial skiff
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Excuse you his name is Sparkles the Pusspuss

vocal crypt
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well my name is Megatron the Decepticon Leader

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so excuse you

glacial skiff
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:P

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Mod is themed around a near-future alternate history where the Cold War never ended and technology stagnated in the mid-80's, you play as 2 furfags (third is multiplayer-only) from a private military company and a Russian antiterrorist task force (and SEAL Team 8 for the third)

vocal crypt
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so 3 furfag deathmatch only?

glacial skiff
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Ideally 6v6v6

vocal crypt
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oh

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anywaty

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is the SP gonna be steatlh?

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*stealth?

glacial skiff
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Stealth or action depending on player preference

vocal crypt
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loud or silent

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yes....

glacial skiff
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Notable features include nonlethal takedowns and Fulton recoveries, enemies that coordinate as squads, procedurally-generated objectives, limited base building, and a quasi-open-world design

vocal crypt
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jesus

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this some ambigious mod

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by the time it gets finished Zandronum would've merged with GZDoom and GZDoom would have a proper MP

glacial skiff
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If I'm lucky it'll be finished before the year the mod takes place in (2022)

vocal crypt
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I'm ambigious as well

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some Doom Day of Defeat mod

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and Doom Fortress mod

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and Doom Counter Strike doom themed

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well

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when I say Doom Fortress

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more like a remake

glacial skiff
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Sounds good2me

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Any work done on any of these yet?

vocal crypt
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the Doom Counter Strike one I scrapped

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because of the fact it was mostly done by someone else

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not with a doom themed

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but CS weapons in Doom

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brb

glacial skiff
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(as I said, not missing much in the way of textures)

vocal crypt
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back

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the Doom Fortress Remake mod is, well, a remake of a mod named Doom Fortress

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except it would've been for Zandronum

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And "fixed" or "modernized" or crap like that

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Doom Day of Defeat is basically Day of Defeat but it's in Doom

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@glacial skiff

glacial skiff
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Actually for me, it seems like GZDoom just hangs period no matter what map/iwad I try to launch with

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Even launching doom2.wad causes a hang

vocal crypt
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so it seems your computer is rubbish.

glacial skiff
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i5-3450, GTX 980, 32 gigs RAM, launching from SSD

vocal crypt
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well aren't you a rich mofo

glacial skiff
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No lol

vocal crypt
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the only "good" stat I have is a GTX 970

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the other stuff is rubbish

zinc egret
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FX-8300, 16 GB RAM, RX 480 8 GB

vocal crypt
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A4-6300, 8 GB RAM, 1 TB HDD

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so yeah

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that A4-6300 bottlenecks me six ways from sunday

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I'd switch to Intel, but you know how Intel is expensive

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that and reinstalling Windows

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not fun

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and me game list

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but even then

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I'd have to do that if I were to stick with the chipset of my current mobo

zinc egret
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Bump to 16

vocal crypt
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while that will help, my CPU is ass

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it's a "APU" ffs

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that's a term coined by AMD tho

glacial skiff
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Fun fact, Intel integrated graphics are superior to AMD APUs

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(re: general attempts at gaming)

vocal crypt
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oh

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that 3450 is end of life

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at 3.1 GHZ

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though it can be bumped to 3.5

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no

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max turbo

zinc egret
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You know what my previous CPU was? An Athlon 2 X3 450

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That was an upgrade from an Athlon 64 dual core 1.9Ghz

vocal crypt
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before this computer was a shitty Toshiba laptop

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1.3 GHZ

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IIRC it was a APU as well

zinc egret
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I still have my Radeon 9800 Pro in a box

prisma saddle
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@shadow bone What're the controls for Tranquility?

shadow bone
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Hold Altfire, Reload, or Zoom to change "context"

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Altfire + Reload pulls the slide

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Reload + Altfire grabs a new mag

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Reload + Fire inserts/removes the mag

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Stuff like that

prisma saddle
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The sprite is very broken BTW.

shadow bone
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Screenshot?

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Works fine for me

prisma saddle
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It's stuck in the centre for some reason and is always facing sideways.

shadow bone
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Yah, that's normal

prisma saddle
shadow bone
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Yep. old-school Rainbow Six style

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Perspective sprites would be too impossible for this type of mechanism

prisma saddle
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Would prefer some dedicated buttons for things TBH.

shadow bone
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You say that now, but I assume you haven't played Receiver? 😛 Crab-hands for days

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My system is actually an improvement, I promise.

glacial skiff
shadow bone
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@royal wave Well, seems this is a little hairier than I thought it would be

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Can't quite make it work properly, probably due to some misunderstanding with how A_Refire and A_WeaponReady work

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May be worth making a question on the forums about it.

royal wave
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Hmm maybe

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Maybe I can suggest it as a flag :P

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+RAPIDFIRE

shadow bone
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Eh, I don't think that's necessary. It's probably just a logic thing I'm missinb because I'm tired

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I feel like it'd be fairly easy with Zscript but I was trying pure DECORATE because I know think that's what you work in.

royal wave
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Yeah not ready for a zscript mod yet. No clue how to start that, nor do I want to rewrite everything

shadow bone
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Eh, getting started is easy. It's once you're too far in to go back that it really grabs you and whispers "gotcha" in your ear.

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By then you're committed and you can't live without it

royal wave
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I'm considering making my first zscript mod The Sky May Be. I did the first proper decorate port, but there's a lot to it that isn't identical

zinc egret
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I am using DECORATE for backwards compatibility

worldly shard
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Anyone know a site like realm667 that contains Hexen-like spells and magic?

shadow bone
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Realm 667 has hexen-style stuff, doesn't it?

weak lodge
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this looks more goldsource than gzdoom more than anything

shadow bone
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Ooo, link?

unreal oyster
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that's WolfenDoom: BoA

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i.e. destroy your computer because the maps are too big simulator

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nah, but seriously, good mod.

vocal crypt
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if only I can find ww2 weapon sprites..

shadow bone
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Ah, I haven't gotten to that part yet

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Still on the first mission of Chapter 2

worldly shard
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don't mean to spam here, but If you have experience with scripting, please let me know, i'm working on an rpg mod for doom, takes place on four remote and open islands with lush forests, remote houses, villages... Consult me for more details. This will be the last time i'll post about it here for a while.

haughty flower
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eh

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what "scripting"

worldly shard
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Things such as scripted npc's

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With dialogue

worldly shard
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Would you be interested @haughty flower

pallid yoke
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Anyone know where I can find a good doomish teleport sound and a good doomish door open /close sound?

unreal oyster
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pretty sure the doom opening door sound is royalty free, so you could just use it if you wanted, lol

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well maybe not royalty free, but it's a stock sound

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i get the two confused, heh

pallid yoke
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hehe that would be kind of funny .. but I would like something that sounds like it was ripped from doom more or less, not literally XD

unreal oyster
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yeah, that's understandable

prisma saddle
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Layer some stock sounds and then bit crush it.

pallid yoke
#

I know not how to do this XD

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I have very little experience working with sound

verbal cobalt
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question, is there a way to make custom cheats on a wad?

royal wave
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There's a really hacky way of doing it, but there's no official support for adding cheats

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idk how it's done, I assume it's a an ACS trick

verbal cobalt
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dang

zinc egret
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Posting some weird DECORATE mod I made a couple years ago

vestal basin
#

Okay I'm like 99% convinced that shit like this is why The sky May be happened

haughty flower
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@worldly shard sorry no :(( i'm bad at that kind

royal wave
#

Uh Sky May Be predates all of this

keen stirrup
#

Hey, guys so i started playing around with the boss eye spawner but i can't seem to make it spawn archviles that will drop keys.

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Oh just spelt it wrong, though still can't get it to drop keys..

unreal oyster
#

can we see whatever code you're using?

keen stirrup
#

you want me to just throw it in here?

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small code. 68 lines

unreal oyster
#

sure, put it in discord code blocks though (```)

keen stirrup
#

how do i do that?

unreal oyster
#

put it in a block of ```s like this:
```
code goes here
```

vocal crypt
#

insert code here

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it looks like that

keen stirrup
#

and how do i do that?

vocal crypt
#

you put three `s at the beginning and end of a word

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like these words

keen stirrup
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test

vocal crypt
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there ya go

keen stirrup
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"Your message could not be delivered because you don't share a server with the recipient or you disabled direct messages on your shared server, recipient is only accepting direct messages from friends, or you were blocked by the recipient."

vocal crypt
#

wat

keen stirrup
#

that what it said when i tried to post it

vocal crypt
#

@unreal oyster ?

unreal oyster
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? just put it in here, you don't need to privately message it to anyone

vocal crypt
#

copy and paste code here

keen stirrup
#

it's not allowing me??

vocal crypt
#

ok...

keen stirrup
#
{

}

actor eyespawner : randomspawner replaces bosseye
{
    DropItem "Eye" 255 255
}

actor archvile
{
    DropItem "redcard" 255 255
}
#
{
    DropItem "ZombieMan"             255 10
    DropItem "ShotgunGuy"             255 10
    DropItem "DoomImp"                 255 10
    DropItem "Demon"                255 10
    DropItem "Spectre"                255 10
    DropItem "Caco"                    255 10
    DropItem "LostSoul"                255 10
    DropItem "Baronofhell"            255 10
    DropItem "HellKnight"                255 10
    DropItem "fatso"                255 10
    DropItem "revenant"                255 10
    DropItem "arachnotron"            255 10
    DropItem "Archvile"                255 255
    //weapons and items
#
    DropItem "Backpack"             255 6
    DropItem "clip"                     255 6
    DropItem "clipbox"                 255 6
    DropItem "shell"                 255 6
    DropItem "shellbox"             255 6
    DropItem "rocketammo"             255 6
    DropItem "rocketbox"            255 6
    DropItem "cell"                    255 6
    DropItem "cellbox"                 255 6
    DropItem "chainsaw"                 255 6
    DropItem "shotgun"                 255 6
    DropItem "supershotgun"            255 6
    DropItem "chaingun"             255 6
    DropItem "rocketlauncher"        255 6
    DropItem "Plasmarifle"             255 6
    DropItem "BFG9000"                 255 6
    // health and armour
    DropItem "healthbonus"            255 4
    DropItem "ArmorBonus"            255 4
    DropItem "GreenArmour"            255 4
    DropItem "BlueArmour"            255 4
    DropItem "Stimpack"                255 4
    DropItem "Medikit"              255 4
    DropItem "Radsuit"                255 4
    // souls
    DropItem "soulsphere"            255 1
    DropItem "blursphere"            255 1
    DropItem "InvulnerabilitySphere"    255 1
    DropItem "Megasphere"            255 1```
#
    DropItem "bluecard"         255 3
    DropItem "redcard"            255 3
    DropItem "yellowcard"        255 3
    DropItem "blueskull"        255 3
    DropItem  "redskull"        255 3
    DropItem "yellowskull"        255 3
}```
#

that's all of it. (didn't let me do it in one big thing so i chop it up

vocal crypt
#

is it just the archvile?

keen stirrup
#

yeah

vocal crypt
#

well it's the only one with 255/255

keen stirrup
#

yeah that was for testing purposes.

unreal oyster
#

you're attempting to redefine the archvile, it won't like that

keen stirrup
#

to get it to spawn

vocal crypt
#

oh

unreal oyster
#

do this actor redKeyVile : Archvile {}

keen stirrup
#

(spawning works

unreal oyster
#

instead

vocal crypt
#

you didn't inherit(?) the Archvile from-

#

yeah

#

that

keen stirrup
#
{
    DropItem "redcard" 255 255
} ```
#

like that?

vocal crypt
#

yeah

#

obviously change the name of the dropping archviles

#

in the boss's code.

keen stirrup
#

almost forgot to do that

#

XD

#

Yep it works thanks guys!

vocal crypt
#

yw

vocal crypt
#

also, anyone know where to get WW2 weapon sprites?

zinc egret
#

ww-nazis mod?

haughty flower
#

@vocal crypt ask the wolfendoom guys if you may use them

zinc egret
#

WildWeasel may if you ask him nicely

keen stirrup
#

Heya it's me again, still playing around with the bosseye spawner, quick question how do i make the boss eye spawn another, and have it be already alearted? (i already got it spawning others)

unkempt wadi
#

so i added an alt fire to my mod's pistol to do a melee attack, and i used the same puff as the melee, but when it hits it's playing the gun's firing sound instead of the melee's hit sound. why and how can i fix this?

#

it also plays the expected sounds when it misses or when it hits a wall instead of a thing

royal wave
#

Can you show us your decorate code

twin mulch
#

uh, how big is the modding community on this server?

unreal oyster
#

kinda big, ya need help with something?

zinc egret
#

I am one

twin mulch
#

gonna need a lot of help

#

possibly

#

looking forward

#

I've wanted to make a game for a long time now, but my issue with Unity has always been that for what I want to make, it feels bloated, and I want the game to run on a Raspberry Pi Zero

#

well now that I've stopped caring about the idea of having a game to sell I decided I should use either the Doom engine or the Quake engine

#

and do a TMC

unreal oyster
#

ya know you can legally sell a game you make on the doom engine anyway?

twin mulch
#

YEAH

unreal oyster
#

provided it's for gzdoom

twin mulch
#

I found that out today

#

but I don't know if I want to use the Doom engine

#

I was thinking a basic Quake source port

#

does anyone here do

#

Quake stuff?

#

or is this not the place for that?

zinc egret
#

I don't know Quake modding.

unreal oyster
#

i don't know of any members with quake modding knowledge, no

twin mulch
#

uhh, hmm

#

I wouldn't mind using Doom, especially since it would absolutely run at 60 even on a RPi Zero

#

but you know, 3D models

unreal oyster
#

yeah, though you can use 3d models in gzdoom

#

from a newer model format, even

#

(md3)

#

vs quake which is mdl

royal wave
#

You can use the Quake engine as well if you want

#

But like what gut said you'll be hard pressed to find anyone here with quake modding knowledge

unreal oyster
#

oh yeah wait, Quake is under the GPL too

twin mulch
#

but 3D models are like, hacked in right?

unreal oyster
#

in gzdoom, they're a native feature

twin mulch
#

It sounds like it'd be a pain to work with

#

oh

unreal oyster
#

they can be a bit finicky though, but it's generally not too bad

twin mulch
#

and also I don't know how much it'd affect performance

unreal oyster
#

it affects performance as much as drawing the map does, really

#

in gzdoom, everything is draw as tris anyway

#

a 3d model just adds to that list

#

meaning it doesn't really have too much of a performance effect

twin mulch
#

ah

royal wave
#

It'd be really cool to see the first GZDoom game

#

The drawback of id Tech 1 being used for games was it wasn't built to be future proof

#

So with GZD going gpl, means we could see a rise if indie classic fps games

twin mulch
#

if I could find a solid community for Quake modding

#

I'd do it in Quake in a heartbeat

#

but, you know, Quake modding is relatively dead

#

you get a lot of level packs sure but that's about it

royal wave
#

You can easily make Quake like maps in Doom

twin mulch
#

the thing is I want to make a full dungeon crawler action RPG

#

and, other thing is

#

I need Quake's rendering

royal wave
#

You can totally do that without changing any source code

#

Why quakes rendering?

twin mulch
#

I specifically like the way Quake does 8-bit rendering

#

and the games that replicate it like Devil Daggers

royal wave
#

GZDoom supports openGL 3

twin mulch
#

yeah but I'm talking about the software rendering

royal wave
#

There's a new software renderer too

#

Truecolor rendering

#

Not trying to discourage you

#

This is a doom server is all

twin mulch
#

hmm, new software rendering for what?

#

GZDoom?

royal wave
#

Mhm

twin mulch
#

I'm not trying to be a pain either I'm just trying to clarify

royal wave
#

Previously software was limited to palletes

#

Meant you were stuck with a set range of colors which could ruin sprites

#

Now it supports true color rendering, so you can make sprites deliberately 8 bit and it won't be compromised

twin mulch
#

uhh, I'm trying to find a video of this

#

can you give link a vid?

royal wave
#

I don't think I can, but you can ask anyone else here with knowledge on the doom engine and it's source ports

#

@unreal oyster

#

Oh he's not here

#

Oh I know

#

@rocky cloud tell this guy about your project

rocky cloud
#

total chaos?

royal wave
#

Ye

rocky cloud
#

you making a game @twin mulch

royal wave
#

I just realized you could make Total Chaos a standalone game

twin mulch
#

I want to make a TCM, yes

#

I've been typing it in wrong the entire time

royal wave
#

TCM?

#

Oh nvm

twin mulch
#

Total conversion mod

rocky cloud
#

I could make it standalone if I wanted 😄

royal wave
#

If that doesn't convince you how strong gzdoom is idk what will

rocky cloud
#

GZDoom

royal wave
#

You should totally do that man!

umbral sail
#

my brother didn't believe that total chaos is a doom mod

rocky cloud
#

i was showing some guys last weekend

#

they didn't believe me too

royal wave
#

No one does initially

rocky cloud
#

then I summoned a pinky demon

royal wave
#

Hahaha

twin mulch
#

fuck you

#

no way

#

I've seen this

#

you're the dude behind this?

royal wave
#

This is legit

twin mulch
#

are you fuckin kidding?

rocky cloud
#

indeed

hard elmBOT
#

Indeed!

umbral sail
twin mulch
#

I was so stunned when I saw this months ago

umbral sail
#

what actually happened to this outdoor map

twin mulch
#

I saw the Overgrowth teaser

rocky cloud
#

the design changed quite drastically to be more claustrophobic

mellow lava
#

can't wait to speedrun Total Chaos - if it's the kindof game where there's an ending

rocky cloud
#

that map didn't really transition well unfortunately so it got cut 😐

umbral sail
#

oh 😦

royal wave
#

Happens

umbral sail
#

I was really looking forward to play it

royal wave
#

That's the nature behind level design

#

Especially horror maps

umbral sail
#

hmmm

mellow lava
#

any DL links available anywhere?

twin mulch
#

oh wow, with that tree branch you can see how low poly a lot of it is

rocky cloud
#

well

#

to be fair

twin mulch
#

the beautiful texturing does its job beautifully

#

you don't even notice

rocky cloud
#

you can have models with thousands of polygons

#

its just when you drop 30 or so trees in one area it can be quite taxing

mellow lava
#

yeah, I'm downloading it right now

#

1Gb doom mod lol

rocky cloud
#

haha, yeah, its pretty big, the whole finished thing is about 1.5

mellow lava
#

first gb doom mod am downloading in my life

royal wave
#

first ever gb doom mod actually

warped rampart
#

It should really say something about how much effort’s gone into it if it’s a gb

rocky cloud
#

10 years of my life... gone 😦

royal wave
#

Hey if you sell it, it'd be worth it

rocky cloud
#

won't be selling this one, but if it gains traction, got a unreal engine prototype I'll probably develop into something

royal wave
#

Ah that makes sense

twin mulch
#

@rocky cloud I'm just sayin that's some beauitful texturing

rocky cloud
#

thanks man 😃

twin mulch
#

also, I'm guessing this'll run on a toaster?

rocky cloud
#

nay, still needs a beefyish computer to run at 60

twin mulch
#

define beefy-ish

royal wave
#

Yeah it ran at like 40 on my 970m

rocky cloud
#

if you can run crysis, you can probably play it

twin mulch
#

oh jesus

royal wave
#

Doom doesn't use modern optimizations

twin mulch
#

don't the source ports?

rocky cloud
#

I was considering making a sprite version of it that runs on lower end machines, but its a lot of work to convert everything

royal wave
#

so the advanced stuff wadaholic is using is a bit more taxing than normal

twin mulch
#

like they use OpenGL and shit

royal wave
#

OpenGL doesn't automatically mean it;s going to run fast

vocal crypt
#

it's some uh...

#

API?

#

Is that what the y call it?

rocky cloud
#

I don't think GZDoom was optimised to run this many resources at once 😄

royal wave
#

OpenGL is just a way to tell your computer how to draw shapes faster

#

not how to optimize those shapes

twin mulch
#

okay well

#

Doom could certainly handle a first person action RPG dungeon crawler in terms of mechanics

#

that I don't doubt

vocal crypt
#

which "Doom"

#

the original DOS one

twin mulch
#

GZDoom

royal wave
#

classic

vocal crypt
#

I was talking abot DOS Doom or source port doom kevan

#

*about

rocky cloud
#

there is very little you can't do in the doom engine, its just you need to weigh up how much time you want to invest in it, since it takes a little longer to repurpose it to something else

#

TheMIsterCat remade worms in doom

twin mulch
#

well I just want an engine that gets exceedingly good performance

#

and can run on a raspberry pi zero

rocky cloud
#

hmm, if mobile is what you're wanting to make games for, you can't really go wrong with Unity

#

if you were picking up something new that is

#

documentation is extremely good

twin mulch
#

Unity will not run on a raspberry pi zero

#

lol

rocky cloud
#

oh

#

😦

twin mulch
#

and that's not a mobile device

rocky cloud
#

hmm, what is it?

twin mulch
#

you've never heard of it?

vocal crypt
#

isn't it a small computer?

twin mulch
#

The Raspberry Pi is a series of small single-board computers developed in the United Kingdom by the Raspberry Pi Foundation to promote the teaching of basic computer science in schools and in developing countries. The original model became far mor...

#

single board computer

#

my target platform is the stripped down version of it

#

Raspberry Pi Zero

#

GZDoom can do 60 easily on it

rocky cloud
#

i heard somewhere Godot runs on it

twin mulch
#

why use Godot instead of the Doom engine to make a first person 3D game

#

especially when I need software rendering

#

and extreme performance

rocky cloud
#

hmm

#

no reason really, if gzdoom runs at 60 and does what you need then stick with that 😎

twin mulch
#

even MonoGame has trouble reaching 60 on the pi

#

you know

#

like, modern engines, even the optimized ones, aren't at that level

#

here's the important thing though

#

do you think I'd be able to get this look in GZDoom?

#

very similar to Quake's software rendering

rocky cloud
#

easily

#

although

#

3d models, i'm not sure if those run in software mode

twin mulch
#

oh lord

rocky cloud
#

when i tested it ages ago it didn't work, not sure if that has changed, but I'm pretty certain it doesn't run in software

twin mulch
#

but the OpenGL renderer wouldn't be able to get this look would it?

rocky cloud
#

it would, if you turn off texture filtering

#

and make the game res like, 640x480

twin mulch
#

I could get it lower than 640x480 right?

rocky cloud
#

yep

twin mulch
#

320x240 would be fine?

rocky cloud
#

pretty sure you can

twin mulch
#

hmm alright

#

and I won't have the weird geometry rendering you get from the doom engine?

rocky cloud
#

weird geometry rendering? like the stretching you get from looking up and down in software?

twin mulch
#

yeah

rocky cloud
#

unfortunately not

prisma saddle
#

I think they're trying to make software not have that distortion.

twin mulch
#

but if I used the OpenGL renderer I wouldn't get that issue?

prisma saddle
#

Yeah, OpenGL rendering doesn't have the geo distortion issues.

rocky cloud
#

does look nice sometimes though 😃

#

if you're going for that retro feeling

prisma saddle
#

Yeah, I like that colour crushed software mod asethetic.

twin mulch
#

it says that the OpenGL palette is 32-bit

#

but I could limit it?

#

I'm sorry for all the questions

rocky cloud
#

you can get around it

twin mulch
#

also all the GZDoom links are taking me to the ZDoom page

prisma saddle
#

Yeah, they have a tonemap option that allows you to crush it down to the 256 colour pallete.

twin mulch
#

oh it's on that site

#

okay

#

but can I choose my own custom pallete?

#

should be able to do that right?

prisma saddle
#

Pretty sure that's the case,

twin mulch
#

I've fucked around in GZDoom before, god there are a lot of settings

royal wave
#

You can make a false limit

#

as in pick your own set of colors and only use those

twin mulch
#

perfect

royal wave
#

by that I mean when you actually make the sprites, not informing the engine what a specific saturation of white/black means in color

#

the advantage of 32bit color versus a set pallet is you can get richer shades of the color when you use lighting effects

#

using Doom's vanilla pallet causes more jagged shading when light changes

twin mulch
#

yeah, because it has to be matched to the palette no matter what

#

I can't tell if Devil Daggers even has a limited palette

#

it obviously does in terms of the texturing and models

#

but it does have lighting?

#

but it does kind of have that jagged shading/jumps in color

#

idk what do you think

royal wave
#

link?

twin mulch
#

sry I posted it earlier

royal wave
#

that looks like an artificlial pallet

twin mulch
#

artificial pallete?

#

as in not forced by the renderer, just a pallete stuck too when making textures and stuff?

royal wave
#

yup

twin mulch
#

yeah that's what I thought

#

I think someone's even said before that's how it's done

#

so wait

#

does the lighting maintain the illusion by having the colored lights also match the pallete?

royal wave
#

you can easily fake it by making the lighting a more harder gradient than smooth

twin mulch
#

ohhhhhh

#

okay

royal wave
#

like if you've every seen minecraft played at low settings, each block will have it's own lighting

mellow lava
#

gonna play that alpha 2

twin mulch
#

anywhere that I could read up on rendering and lighting and how they're handled in the doom engine and all that?

royal wave
#

Vanilla lighting is a static value given to the sector

#

from values of 0 - 256

#

so if you have an image editor that lets you adjust brightness on a scale of 0 - 256, you have a pretty good idea how doom's lighting works

twin mulch
#

who gives it to the sector

#

what's a sector

#

but I think I get it

royal wave
#

You know how doom's maps are 2D and made up of basic shapes?

twin mulch
#

I imagine the value ranges in modern lighting are much much higher?

#

yeah kind of, people say it's not true 3D but I don't quite understand what that means

royal wave
#

There's no real Z axis is what they're saying

#

A real 3D engine has XYZ coordinates for each corner of any shape you see

twin mulch
#

and that's why you can't have rooms above rooms?

royal wave
#

Exactly

twin mulch
#

so does it really just take a 2D map and stretch it into 3D?

royal wave
#

We do have work arounds though. GZDoom does support 3D floors

#

Yeah pretty much

twin mulch
#

that's really cool

#

is Doom raycasting?

royal wave
#

No it is not

#

It's using a method call Binary Space Partitioning

#

BSP for short

#

I can provide a video that explains the difference between raycasting and bsp rendering

twin mulch
#

uhh, would it have any use to me in attempting to mod?

royal wave
#

Not for doom particularily

#

Quake it might be important as that still uses BSP, and BSP optimization is important for 3D games

#

Doom's BSP render is just stupidly efficient, and accidentally really really fast

#

So there's less worry about making a map that causes a computer to lag

twin mulch
#

accidentally?

#

is any of Carmack's crazy optimization actually accidental?

royal wave
#

yes it is

twin mulch
#

huh, would you mind explaining?

royal wave
#

I'm not super familiar on it

#

but BSP rendering basically instead of checking for visibility of what's infront of the screen, it sort of already has a rough guess of what it needs to render

#

it just happens the map compiler organizes the visual nodes in the best way possible

#

which is Doom engine specifically

twin mulch
#

so it needs to guess what it's supposed to render next and it just turned out that the map compiler was perfect

mellow lava
#

playing that 'tc_super_alpha02b.pk3' double-tapping wasd is an interesting mechanic to be used during speedplay

royal wave
#

yeah pretty much

twin mulch
#

so he didn't have to worry about it further?

#

lol

#

the engine actually works even better than I thought it did

royal wave
#

Yeah there were a few further optimizations he had to add later on

#

just how it checks what it needs to render was really good

#

Quake also had a few "accidents" kinda

#

The fast inverse square root formula is something that's frequently credited to carmack even though that wasn't his formula

#

this trick is so god damn weird that even in quakes source code there's a message of "what the fuck?" in it

twin mulch
#

what Carmack just says "Even I don't fully understand this"

#

I do know that the formulas that were used as the basis for BSP were developed waaaaay way back

royal wave
#

mhm

twin mulch
#

and mostly disregarded as useless when originally presented

royal wave
#

So in short the fast inverse square root formula is basically 1/Sqr(x) without using any sort of division

#

and the way it's accomplished is just like.... how the hell did someone find it in the first place?

#

because it requires a very specific number to work

#
float Q_rsqrt( float number )
{
    long i;
    float x2, y;
    const float threehalfs = 1.5F;

    x2 = number * 0.5F;
    y  = number;
    i  = * ( long * ) &y;                       // evil floating point bit level hacking
    i  = 0x5f3759df - ( i >> 1 );               // what the fuck? 
    y  = * ( float * ) &i;
    y  = y * ( threehalfs - ( x2 * y * y ) );   // 1st iteration
//    y  = y * ( threehalfs - ( x2 * y * y ) );   // 2nd iteration, this can be removed

    return y;
}
#

0x5f3759df is the magic number

twin mulch
#

is that the actual source course?

royal wave
#

that's the actual code

twin mulch
#

jesus fuck

#

it's so insane

royal wave
#

It's not perfect though

#

it only get's close to what the actual number is if you did it properly

#

but it gets so damn close, it's the same as arguing 0.99999999 might as well be equal to 1

twin mulch
#

the doom wiki should be good for understanding the renderer and colors right?

royal wave
#

Mmmm maybe

#

I don't think you should be concerned about doom's rendering, but more what you make for your TCM

twin mulch
#

because one of the primary things I'm trying to achieve is a look

#

it's literally one of the core goals

royal wave
#

That's probably going to come down to your artistic abilities and not how doom handles rendering

twin mulch
#

of course

#

it's a mixture of both though

royal wave
#

I personally believe you don't need to worry about Doom's rendering engine

twin mulch
#

but the look I'm trying to achieve there is very much affected by an understanding of rendering and old game rendering, no?

#

very informed, so to speak

#

if it doesn't directly follow it

royal wave
#

I think it's more understanding what the tools do that you are provided than the nitty gritty of it

twin mulch
#

there's no Doom source ports that run on a PS1?

mellow lava
#

pretty sure there's psx doom, not sure if can make custom maps on it

twin mulch
#

now that I'm going back and watching footage of Doom on PSX, I can't help but think

#

"shouldn't Doom run better on this?"

mellow lava
#

I found a way to skip the start cutscene in Total Chaos Alpha2, not sure if it's been reported & whatnot

#

open inventory, close.

#

good glitch to be used during speedruns, but might be patched soon if not already? 🙂

#

got thru the 1st locked door once the cutscene should of actually ended 😮

royal wave
#

Wasn't until PS3/360 we got a console port of Doom that could run properly

twin mulch
#

we have a source port of Quake to the dreamcast though

#

hmm

royal wave
#

I'm not saying those consoles couldn't

#

They just never got a port

mellow lava
#

Total Chaos: It's possible to use the inventory while walking around. To do so you need to open a door which has some kind of transition (screen blacks out) while the inventory is open

twin mulch
#

yeah of course

#

damn shame

#

I remember when that 360 port came out too, everyone was pleased with it

#

proper 4 player and everything

unkempt wadi
#

@royal wave like seven million years ago (last night) i asked for some help with weapon sounds and you asked to see my decorate code, i'm about to boot my comp up so do you want the full code for the weapon and puff or just the altfire state and puff

royal wave
#

Uh yeah. Full code please if possible @unkempt wadi

unkempt wadi
#

alright, gimme a sec i'll put it on pastebin

#

oh wait i just looked up the parameters a_custompunch takes and i didn't specify a meleesound i'm an idiot

#

sorry i guess it just threw me because the puff defines an attacksound

royal wave
#

Aha, glad you caught that

unkempt wadi
#

okay where/how do i define a new titlepic because all of the answers i've found are like "just put it in your wad and it'll do it for you!" and it definitely didn't do that

vocal crypt
#

IIRC you gotta rename it to the name of the titlepic in say DOOM 2

#

don't hold me on that

warped rampart
#

I think it needs to be named TITLEPIC

unkempt wadi
#

it is named titlepic

vocal crypt
#

might need to define it in GAMEINFO?

unkempt wadi
#

do you know the syntax off the top of your head

#

i can google it if not

vocal crypt
#

IIRC GAMEINFO would be in MAPINFO, TITLEPIC might be MAPINFO.

#

don't hold me on that again

unkempt wadi
#

okay i think i found it, titlepage="[x]"

#

hell yea it works, thank you so much

twin mulch
#

Okay so, if I make a TC in GZDoom, how difficult would it be to get it to run in other engines?

unreal oyster
#

other doom engines, or other engines entirely like Unity?

twin mulch
#

other doom engines

unreal oyster
#

kinda

#

some things will still work, but GZDoom has a lot of specialised stuff

#

that is either available in a different way in other engines, or just not available

vocal crypt
#

Might work in Zdoom or Zandronum

twin mulch
#

do you think, if ported, GZDoom would run well enough on a PS1?

vocal crypt
#

Well the psx version has memory problems with the original game IIRC

#

Er

twin mulch
#

a new port

#

entirely new

vocal crypt
#

Can't handle alot of monsters

unkempt wadi
#

theoretically if you stuck with the psx's limitations then gzdoom might run on it, how well it would run is another can of worms that i don't think i can open; i don't know anything about how much power gzdoom would require if it were stripped down to the psx's capability's, or how strong the psx even is

#

i'm going to venture to guess, and this may be out there, but i don't think you could run nuts.wad

royal wave
#

it barely handled vanilla doom

twin mulch
#

it barely handled vanilla doom because it was a shit port

royal wave
#

PSX doom did have to take stuff out in order to run, despite the lighting effects

twin mulch
#

are you sure, think about the most impressive PS1 games

royal wave
#

yup

twin mulch
#

even considering Spyro, Crash, and MGS?

royal wave
#

probably because it was a PC game designed to run on PC's

twin mulch
#

the engine would probably have to be entirely rebuilt

#

yeah

unkempt wadi
#

was psx doom true-3d or still raycast?

royal wave
#

it didn't run doom because it was a shit port, it didn't run doom because it was still a bit too much to handle

#

Doom isn't raycast

unkempt wadi
#

not raycast, sorry

royal wave
#

that's a common misconception

unkempt wadi
#

you know what i mean tho

royal wave
#

yes it was still using that method of rendering

unkempt wadi
#

followup question: would psx doom have run better or worse if it used true 3d

royal wave
#

It's not a question of if it used true 3D

twin mulch
#

probably better

royal wave
#

it's more access speeds and optimizations

#

they had to beef up the PS1 just so Crash Bandicoot didn't break the PS1

twin mulch
#

@royal wave how did they manage to get Quake II running on it at about the same performance then?

royal wave
#

Math my good friend, math

twin mulch
#

but you're saying it could barely handle Doom

royal wave
#

Yup

#

Just because it's 3D, that doesn't meant the math is automaticaly more complicated

#

Okay so let me explain the differece in BSP rendering between Doom and Quake

#

Doom BSP rendering can only merely guess. it has to use the BSP tree and travel up and down it every frame to find out what is and isn't rendered

#

Guessing takes up more performance than knowing

#

Quakes BSP utilized what's known as view portals

twin mulch
#

so does the Quake engine run better then?

#

???

royal wave
#

I'm explaining hold your damn horses

twin mulch
#

go on, although I don't know if I'll understand

royal wave
#

When you compile a BSP map, it creates invisible splits in the map geometry

#

These splits are called nodes

#

Doom's nodes only know where you are

#

Quakes nodes know where you are and what you can see

#

When you compile a quake map, it checks for visibility across every single node in the game from nearly every possible position

#

that way when it renders, it doesn't have to check for visibility, it knows

#

and knowing is faster than guessing

#

Hence why quake ran faster, because it used faster rendering tricks

#

Example of Source nodes

#

as a limit to this trick, all quake maps have to be built like a box. If it can't tell what part of the map is inside, it can't make accurate splits

unreal oyster
#

yeah, that limitation goes through to source even

#

if any of the map goes into the void, the map performs way worse and lighting doesn't work as well

royal wave
#

Also brushes require less rendering effort than a plane

#

and everything in doom is handled like a plane

unreal oyster
#

yeah, in their respective software renderers

#

doesn't matter too much on gzd hardware though

unkempt wadi
#

so getting a psx to run doom reasonably-well wouldn't just require porting the engine, but rebuilding how it fundamentally functions?

unreal oyster
#

it would require utilising the PSX GPU

#

which the doom renderer doesn't at all

#

that's the root of the issue

#

Quake 2 uses hardware acceleration on PSX

unkempt wadi
#

so they just made a single, terrible decision

unreal oyster
#

since Quake was when they started using the GPU for doom engine games

#

nah

#

they made a decision that'd save money

unkempt wadi
#

oh, true

vocal crypt
#

So really, it's just that the PSX version of Doom is underpowered to save money?

unreal oyster
#

it's not really about the differences in BSP, all of that stuff is correct, but it's the lack of acceleration on Doom PSX that really slows it down

#

like, you can check the difference between a source port with an unlocked framerate (prboom+ for example, since ZDoom sw renderer is not really the original renderer) and glquake

#

and even on your new (compared to 1993) computer, GLQuake will run faster

#

that's the difference

twin mulch
#

yeah okay

#

yeah writing up an entirely new renderer just for the PS1 port would've literally been burning money

#

the PS1 was powerful enough to handle it at a decent framerate so, that was the best decision

vocal crypt
#

I'm just waiting for Zand to "combine"? With GZDoom so freedom is realized or something

#

er

unreal oyster
#

heh yeah right

#

nobody wants to do that

vocal crypt
#

so they just did it as a publicity stunt

#

gg

unreal oyster
#

it was never anything

#

it was an informal discussion

#

discussing something that could happen

vocal crypt
#

welp I've been thinking of a lie then

unreal oyster
#

you haven't been thinking of a lie, you've just been taking an informal discussion too seriously

royal wave
#

it could happen, but that would be like GZDoom 5.0

twin mulch
#

is a hardware accelerated 8-bit renderer possible?

unreal oyster
#

yeah, in fact it's in gzdoom already as a tonemap shader

#

specifically tonemap: pallete

#

it just forces every color returned by OpenGL to its nearest color in the pallete

twin mulch
#

good

#

so, hmm

#

no real reason to use Quake then, I don't think?

#

GZDoom is already using openGL or whatever right?

unreal oyster
#

there are reasons

#

mainly that its map format is true 3d

#

building 3d architecture is a pain in gzdoom

twin mulch
#

would it hinder performance?

unreal oyster
#

you mean 3d architecture in gzdoom? nah

twin mulch
#

I don't even know if I want proper 3D architecture because, you know

#

most dungeon crawlers don't have areas above areas, each level is done as its own map

#

and if there's a pit it takes you to the level beneath

royal wave
#

trust me, you're doing something way way way wrong if your doom map is causing performance issues if you're not even trying

#

but the frustration of designing a doom map to look like quake architecturally is there

#

it can be done, but it takes better understanding of the tools at hand

unreal oyster
#

yeah

royal wave
#

there's some maps out there that you wouldn;t know any better if you just saw the screenshots

#

yeah there's one

unreal oyster
#

keep in mind - that's in Boom format 😛

twin mulch
#

alright

#

GZDoom it is

#

any recommended links for the basics?

royal wave
#

that's a good question

#

lot of us just sort of... share our wisdom

vocal crypt
#

old men sharing stories

#

except not really old men

royal wave
#

There's massive documentation though

twin mulch
#

do the zdoom tutorials still apply?

royal wave
#

yeah you can use those

zinc egret
#

@Modders

vocal crypt
#

your long time friend had a demon door for his door?

#

@zinc egret

pearl sundial
#

lol

zinc egret
#

lol no

vocal crypt
#

then it's not accuratea.

#

*accurate.

zinc egret
#

It would be more 64x128 with a screen

pearl sundial
#

I made a 90% accurate version

#

90%

zinc egret
#

The basement is underneath his bedroom area so I had to do something so all was usable in a 2.5D spacing

vocal crypt
#

ah

#

the curse of no rooms ontop of each other

pearl sundial
#

niice

royal wave
#

inb4 mass murdering charges

vocal crypt
#

Columbein

zinc egret
#

This was from 2014 lol

vocal crypt
#

*Columbine

#

PTSD flashbacks to a time I wasn't even born yet

royal wave
#

SIGNS OF A KILLER IN THE MAKING

vocal crypt
#

FOX NEWS, CALL OF DUTY TRAINS YOUR SON TO BE A SOLDIER

pearl sundial
#

columbine

zinc egret
#

I started working on a replica of my own home but I never finished it

vocal crypt
#

you couldn't handle the mental training

zinc egret
vocal crypt
#

ew

#

memes

pearl sundial
#

ew

zinc egret
#

Yes, I DO have those posters

pearl sundial
#

ew

vocal crypt
#

in my DOOM?

zinc egret
#

let me see where the normal screenshots are

vocal crypt
#

in your folder of people to murderr

#

before ending it all

#

@zinc egret

pearl sundial
#

do you have a life

zinc egret
#

Yes

#

I last put work into it in 2015

vocal crypt
#

it's making doom levels

#

also, are you british

pearl sundial
#

lol no

zinc egret
#

No, I'm American

vocal crypt
#

why do you have a union jack flag flying then

zinc egret
#

My little brother (21) likes 1D lolol

vocal crypt
#

tf is 1D?

pearl sundial
#

oh no

zinc egret
#

One Direction