#classic-doom-maps-mods
1 messages · Page 54 of 1

The staircase looks boring now.
what about the huge spiral one leading to the bridge over the lava?
It'll take too long to traverse.
@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
The -dev part of the name actually means you can post anything related to game development
We had a gamedev channel for a bit but we merged it since the use cases were pretty similar
Cool, I'll keep showing off SRB2Kart then
best things on the wad in entire community
Whats a good Midi maker?
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)
I am stumped on my recent mapping development
i'm also having issues with my wad but it's with coding rather than mapping
im making a snap map that makes fun of modern shooters
whenn you zoom in (its HAR only) it does 400 damage
but without zoom it does 10
without sprinting your 30% of the normal doom 16' movement speed
and some other stupid things
Chest high walls?
course
just added regenerating health
if you aren't damaged after 5 seconds it starts regenerating
Make the movement speed without sprinting 1% of the normal DOOM movement speed
That’s around how 90% of modern shooters are
what should the sprint speed be?
dude
at 1% you cant even move
ill stream it
to show you
@safe timber https://www.youtube.com/watch?v=C4yIxUOWrtw
Part 2: http://www.youtube.com/watch?v=NURfvG0lfpA Part 3: http://www.youtube.com/watch?v=8F0AdWBmiQY Inspired by kmoosmann's "If Quake was done today" video...
Yep, I played that on my own channel
Modern games mockery addon by Chubzdoomer. From readme: Let's face it: Shooters today suck. Their levels are too linear, they aren't challenging enough, and ...
Surprised how well it did on views
Some of my older Doom 3 video walkthrough videos got unusually high views
It’s why my YT channel is basically centered around Doom and music
I enjoy making music, and people [mostly] enjoy it
I really love Doom, and I get plenty of views on those videos
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.
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
Im working on my first map and was wondering if I could get some tips on making my opening room seem less empty
Would keep BSP based detailing to a minimum, it'll be handy if you want to edit it later on.
@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
http://i.imgur.com/dPyqt6x.png heres what I got so far, theirs a line of health bonuses and an armor behind the fountain
pillars, 3d wall decorations (like bits jutting out), and height variation of the floor and/or ceiling could all help with that
ok, ill try that, maybe toss some armor bonuses on the sides too
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...
hmmm
non-euclidian geometry, not very common in reception areas
i mean it would certainly attract patrons
eh but then you have to madness to deal with and the possibilities of elder gods slipping thru, its a mess
http://i.imgur.com/djfM5jU.png heres what it looks like outside of 3D view
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
ah, well guess I'll delete it for now and contenue working on the room in other places
maybe try to remember how to make a door
There's a button to do it in GZDoom Builder
you just select the sector you want to become a door and then click "Make Door From Selection"
It'll let you pick the textures
and then it'll make a basic door for you that you can then edit
you can see it on the top of the UI while in sector mode
@forest niche
im p sure my doom builder is crazy out of date tho so im not sure I have that
like zDoom wasnt dead out of date
I actually started this map like a good year may be 2 ago, then life happened
I would definitely upgrade to the latest GZDoom Builder to make use of the tools and such that come with that
The latest can be gotten from here
it shouldnt break anything right?
it doesn't have an effect on your wad files
it's just the editor
worst you may have to do is change any preferences you changed with the other one
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?
this is better suited for #179862926809759744 , but i'd say it's better to keep the iwads in GZDoom's folder
K.
So how do you load up different wads?
Do they all have different exe files, or do you have to load them from the console?
no, you can either use the command line or download a launcher
Could you DM me your preferred launcher?
for the command line, you do something like
gzdoom.exe -iwad DOOM2 -file mod.pk3 or whatever
i use this myself https://forum.zdoom.org/viewtopic.php?f=19&t=46861
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
orginal
But why are you using PB?
PB?
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 ...
the rifle gets reskinned if you start the map with brutal doom. This is purley optional
I got tired of it so I made a mod from some of its assets
@worldly shard looks nice
I promise nothing but I would like to help in adding more details to stuff
As in mapping?
yes
That would be great. Thanks, I'll send you the first island map once it's done.
sure thing
Makes me wonder why I'm not in the Modders category
Thanks
New alpha for Tranquility: https://github.com/caligari87/tranquility/releases/tag/v2017.07.04-alpha, mostly under-the hood changes but feels really good now.
Tranquility?
My Receiver-inspired "fuck you pull that slide manually if you want to put a round in the chamber" mod.
The Zip works like a PK3
Oh.
Map hangs when launching in GZDoom 3.2 pre-110-g60cb457 for me, can anyone else try to launch and confirm
Map has no textures anyway
I figured
"default", "default2", and "default3" are placeholders
What version are you using to test
That's still telling that something about this version of GZDoom does not like TppFortress.wad
also, yes it does hang a bit
but it doesn't stop the game all together
tested with 3.2
so while it's not in a unplayable state, it's probably something that peeps might complain bout
unless you add content to try to make that waiting justified
some guy in the zdoom discord is saying that the exact same thing is happening with his map
it's just hanging
so it's not your problem i don't think
oh
what is this fortress even about
nvm
you are the same guy who's saying that lmao
lol
whoops
anyway
Speaking of which, can I get a link to the official ZDoom Discord?
what is this fortress ev en aout @glacial skiff
It's on the forums
I only found ZDiscord when I was doing a search on Google
https://zdoom.org/wiki/Main_Page it's here under "Room 101"
is this storming it Wolfenstein style except DOOM style?
Well, then go on the ZDoom forums 😉
do you have a ZDF account, btw? they'll ask you to change your nick to your nick on ZDF if so
I have the same name on ZDF as I do here
@vocal crypt It's a level I'm designing for the three-team asymmetrical multiplayer component of my furry-themed GZDoom mod
The whole point of the Official ZDoom discord is that it's not public. Check in the Offtopic forum, it's a stickied topic.
alright cool you can just join and not change username then heh
If the ZDoom Discord isn't public then don't fucking put unlimited invites to it. :V
Am I gonna be Mickey Mouse massacring villains from dreamworks and disney movies, the animal ones atleast?
Also no, no TF inspiration, mostly Metal Gear Solid inspired
Fine, semi-public
it's supposed to be public to ZDF users basically
Exactly
what, are they some sort of Brotherhood of Steel?
no, it's just to sync the communities
the official ZDoom discord should have the same members as the official ZDoom forums is the idea
This map also fails to launch, I assume for the same reason
link the wad
(Screenshot was taken with an older version)
lettuce try to test it
it's not to be elitist, it's just to avoid turning into the Z-Discord 😛
whats the stigma against Z-Discord?
it's a shitpost hell with basically no moderation
It's run by a French pedophile who basically lets all the members-- yeah
also, Diema the map doesn't even load, just brings me to Doom 2 level 1
so the game launches successfully
but
map tppbase
(You're supposed to launch these using wad names anyway)
The Phantom Prologue, a reference to MGSV:TPP
so that's all the metal gear inspiration?
No idea what would make you come to that conclusion :^)
Excuse you his name is Sparkles the Pusspuss
:P
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)
so 3 furfag deathmatch only?
Ideally 6v6v6
Stealth or action depending on player preference
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
jesus
this some ambigious mod
by the time it gets finished Zandronum would've merged with GZDoom and GZDoom would have a proper MP
If I'm lucky it'll be finished before the year the mod takes place in (2022)
I'm ambigious as well
some Doom Day of Defeat mod
and Doom Fortress mod
and Doom Counter Strike doom themed
well
when I say Doom Fortress
more like a remake
the Doom Counter Strike one I scrapped
because of the fact it was mostly done by someone else
not with a doom themed
but CS weapons in Doom
brb
Screenshot from in-editor btw
(as I said, not missing much in the way of textures)
back
the Doom Fortress Remake mod is, well, a remake of a mod named Doom Fortress
except it would've been for Zandronum
And "fixed" or "modernized" or crap like that
Doom Day of Defeat is basically Day of Defeat but it's in Doom
@glacial skiff
Actually for me, it seems like GZDoom just hangs period no matter what map/iwad I try to launch with
Even launching doom2.wad causes a hang
so it seems your computer is rubbish.
i5-3450, GTX 980, 32 gigs RAM, launching from SSD
well aren't you a rich mofo
No lol
FX-8300, 16 GB RAM, RX 480 8 GB
A4-6300, 8 GB RAM, 1 TB HDD
so yeah
that A4-6300 bottlenecks me six ways from sunday
I'd switch to Intel, but you know how Intel is expensive
that and reinstalling Windows
not fun
and me game list
but even then
I'd have to do that if I were to stick with the chipset of my current mobo
Bump to 16
while that will help, my CPU is ass
it's a "APU" ffs
that's a term coined by AMD tho
Fun fact, Intel integrated graphics are superior to AMD APUs
(re: general attempts at gaming)
oh
that 3450 is end of life
at 3.1 GHZ
though it can be bumped to 3.5
no
max turbo
You know what my previous CPU was? An Athlon 2 X3 450
That was an upgrade from an Athlon 64 dual core 1.9Ghz
before this computer was a shitty Toshiba laptop
1.3 GHZ
IIRC it was a APU as well
I still have my Radeon 9800 Pro in a box
@shadow bone What're the controls for Tranquility?
Hold Altfire, Reload, or Zoom to change "context"
Altfire + Reload pulls the slide
Reload + Altfire grabs a new mag
Reload + Fire inserts/removes the mag
Stuff like that
The sprite is very broken BTW.
It's stuck in the centre for some reason and is always facing sideways.
Yah, that's normal
Yep. old-school Rainbow Six style
Perspective sprites would be too impossible for this type of mechanism
Would prefer some dedicated buttons for things TBH.
You say that now, but I assume you haven't played Receiver? 😛 Crab-hands for days
My system is actually an improvement, I promise.
@royal wave Well, seems this is a little hairier than I thought it would be
Can't quite make it work properly, probably due to some misunderstanding with how A_Refire and A_WeaponReady work
May be worth making a question on the forums about it.
Eh, I don't think that's necessary. It's probably just a logic thing I'm missinb because I'm tired
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.
Yeah not ready for a zscript mod yet. No clue how to start that, nor do I want to rewrite everything
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.
By then you're committed and you can't live without it
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
I am using DECORATE for backwards compatibility
Anyone know a site like realm667 that contains Hexen-like spells and magic?
found this screenshot on realm667
this looks more goldsource than gzdoom more than anything
Ooo, link?
that's WolfenDoom: BoA
i.e. destroy your computer because the maps are too big simulator
nah, but seriously, good mod.
if only I can find ww2 weapon sprites..
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.
Would you be interested @haughty flower
Anyone know where I can find a good doomish teleport sound and a good doomish door open /close sound?
pretty sure the doom opening door sound is royalty free, so you could just use it if you wanted, lol
well maybe not royalty free, but it's a stock sound
i get the two confused, heh
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
yeah, that's understandable
Layer some stock sounds and then bit crush it.
question, is there a way to make custom cheats on a wad?
There's a really hacky way of doing it, but there's no official support for adding cheats
idk how it's done, I assume it's a an ACS trick
dang
Posting some weird DECORATE mod I made a couple years ago
I'm just fucking around with DECORATE and existing Doom assets to make a fucked up mod (still WIP) and to confuse players some. Here you can see one change I...
More WIP nonsense of the "Fucked Up Mod" of mine, still quite early. In this we see the Barrel Imps and Doomguy Lost Souls, which the latter I fixed their pa...
More messing around with the DECORATE WAD to make weird crap with. I only got around to doing more of it because I was looking through my playlists. I also f...
Okay I'm like 99% convinced that shit like this is why The sky May be happened
@worldly shard sorry no :(( i'm bad at that kind
Uh Sky May Be predates all of this
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.
Oh just spelt it wrong, though still can't get it to drop keys..
can we see whatever code you're using?
sure, put it in discord code blocks though (```)
how do i do that?
put it in a block of ```s like this:
```
code goes here
```
and how do i do that?
test
there ya go
"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."
wat
that what it said when i tried to post it
@unreal oyster ?
? just put it in here, you don't need to privately message it to anyone
copy and paste code here
it's not allowing me??
ok...
{
}
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
is it just the archvile?
yeah
well it's the only one with 255/255
yeah that was for testing purposes.
you're attempting to redefine the archvile, it won't like that
to get it to spawn
oh
do this actor redKeyVile : Archvile {}
(spawning works
instead
yw
also, anyone know where to get WW2 weapon sprites?
ww-nazis mod?
@vocal crypt ask the wolfendoom guys if you may use them
WildWeasel may if you ask him nicely
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)
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
Can you show us your decorate code
uh, how big is the modding community on this server?
kinda big, ya need help with something?
I am one
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
ya know you can legally sell a game you make on the doom engine anyway?
YEAH
provided it's for gzdoom
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?
I don't know Quake modding.
i don't know of any members with quake modding knowledge, no
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
yeah, though you can use 3d models in gzdoom
from a newer model format, even
(md3)
vs quake which is mdl
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
oh yeah wait, Quake is under the GPL too
but 3D models are like, hacked in right?
in gzdoom, they're a native feature
they can be a bit finicky though, but it's generally not too bad
and also I don't know how much it'd affect performance
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
ah
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
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
You can easily make Quake like maps in Doom
the thing is I want to make a full dungeon crawler action RPG
and, other thing is
I need Quake's rendering
I specifically like the way Quake does 8-bit rendering
and the games that replicate it like Devil Daggers
GZDoom supports openGL 3
yeah but I'm talking about the software rendering
There's a new software renderer too
Truecolor rendering
Not trying to discourage you
This is a doom server is all
Mhm
I'm not trying to be a pain either I'm just trying to clarify
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
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
total chaos?
Ye
you making a game @twin mulch
I just realized you could make Total Chaos a standalone game
Total conversion mod
heres a vid of my mod https://www.youtube.com/watch?v=4fRDytfM9yY
Development blog: http://www.totalchaosmod.com Follow us on Twitter: http://www.twitter.com/wadaholic Facebook: http://www.facebook.com/totalchaosmod Total C...
I could make it standalone if I wanted 😄
If that doesn't convince you how strong gzdoom is idk what will
GZDoom
You should totally do that man!
my brother didn't believe that total chaos is a doom mod
No one does initially
then I summoned a pinky demon
Hahaha
This is legit
are you fuckin kidding?
indeed
Indeed!
wadaholic.wordpress.com Total Chaos is an upcoming Doom II mod for GZDoom & Zandronum that pushes the modified 1993 engine to its very limits! Featuring many...
I was so stunned when I saw this months ago
what actually happened to this outdoor map
I saw the Overgrowth teaser
the design changed quite drastically to be more claustrophobic
can't wait to speedrun Total Chaos - if it's the kindof game where there's an ending
that map didn't really transition well unfortunately so it got cut 😐
oh 😦
Happens
I was really looking forward to play it
hmmm
any DL links available anywhere?
oh wow, with that tree branch you can see how low poly a lot of it is
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 alpha here, http://www.moddb.com/mods/total-chaos/downloads/totalchaos-openalpha-022017-b
haha, yeah, its pretty big, the whole finished thing is about 1.5
first gb doom mod am downloading in my life
first ever gb doom mod actually
It should really say something about how much effort’s gone into it if it’s a gb
10 years of my life... gone 😦
Hey if you sell it, it'd be worth it
won't be selling this one, but if it gains traction, got a unreal engine prototype I'll probably develop into something
Ah that makes sense
@rocky cloud I'm just sayin that's some beauitful texturing
thanks man 😃
also, I'm guessing this'll run on a toaster?
nay, still needs a beefyish computer to run at 60
define beefy-ish
Yeah it ran at like 40 on my 970m
if you can run crysis, you can probably play it
oh jesus
Doom doesn't use modern optimizations
don't the source ports?
I was considering making a sprite version of it that runs on lower end machines, but its a lot of work to convert everything
so the advanced stuff wadaholic is using is a bit more taxing than normal
like they use OpenGL and shit
OpenGL doesn't automatically mean it;s going to run fast
I don't think GZDoom was optimised to run this many resources at once 😄
OpenGL is just a way to tell your computer how to draw shapes faster
not how to optimize those shapes
okay well
Doom could certainly handle a first person action RPG dungeon crawler in terms of mechanics
that I don't doubt
GZDoom
classic
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
well I just want an engine that gets exceedingly good performance
and can run on a raspberry pi zero
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
and that's not a mobile device
hmm, what is it?
you've never heard of it?
isn't it a small computer?
single board computer
my target platform is the stripped down version of it
Raspberry Pi Zero
GZDoom can do 60 easily on it
why use Godot instead of the Doom engine to make a first person 3D game
especially when I need software rendering
and extreme performance
hmm
no reason really, if gzdoom runs at 60 and does what you need then stick with that 😎
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
Well I guess I'm done with this game now. Or not, updated WR - https://www.youtube.com/watch?v=UqWtram37Sk Twitch: https://www.twitch.tv/bowsrcs Twitter: htt...
do you think I'd be able to get this look in GZDoom?
very similar to Quake's software rendering
oh lord
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
but the OpenGL renderer wouldn't be able to get this look would it?
I could get it lower than 640x480 right?
yep
320x240 would be fine?
pretty sure you can
hmm alright
and I won't have the weird geometry rendering you get from the doom engine?
weird geometry rendering? like the stretching you get from looking up and down in software?
yeah
unfortunately not
I think they're trying to make software not have that distortion.
but if I used the OpenGL renderer I wouldn't get that issue?
Yeah, OpenGL rendering doesn't have the geo distortion issues.
Yeah, I like that colour crushed software mod asethetic.
it says that the OpenGL palette is 32-bit
but I could limit it?
I'm sorry for all the questions
you can get around it
also all the GZDoom links are taking me to the ZDoom page
Yeah, they have a tonemap option that allows you to crush it down to the 256 colour pallete.
oh it's on that site
okay
but can I choose my own custom pallete?
should be able to do that right?
Pretty sure that's the case,
I've fucked around in GZDoom before, god there are a lot of settings
perfect
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
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
link?
Well I guess I'm done with this game now. Or not, updated WR - https://www.youtube.com/watch?v=UqWtram37Sk Twitch: https://www.twitch.tv/bowsrcs Twitter: htt...
sry I posted it earlier
that looks like an artificlial pallet
artificial pallete?
as in not forced by the renderer, just a pallete stuck too when making textures and stuff?
yup
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?
you can easily fake it by making the lighting a more harder gradient than smooth
like if you've every seen minecraft played at low settings, each block will have it's own lighting
gonna play that alpha 2
anywhere that I could read up on rendering and lighting and how they're handled in the doom engine and all that?
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
You know how doom's maps are 2D and made up of basic shapes?
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
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
and that's why you can't have rooms above rooms?
Exactly
so does it really just take a 2D map and stretch it into 3D?
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
uhh, would it have any use to me in attempting to mod?
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
yes it is
huh, would you mind explaining?
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
Another project I did for school. There are no code examples here, but this illustrates the basic concepts behind a first-person 3D rendering engine.
This is a project I made to visualize DOOM's BSP (binary space partition) system. The source code is available here: https://github.com/proteal/DOOM-Vis
so it needs to guess what it's supposed to render next and it just turned out that the map compiler was perfect
playing that 'tc_super_alpha02b.pk3' double-tapping wasd is an interesting mechanic to be used during speedplay
yeah pretty much
so he didn't have to worry about it further?
lol
the engine actually works even better than I thought it did
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
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
mhm
and mostly disregarded as useless when originally presented
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
is that the actual source course?
that's the actual code
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
the doom wiki should be good for understanding the renderer and colors right?
Mmmm maybe
I don't think you should be concerned about doom's rendering, but more what you make for your TCM
because one of the primary things I'm trying to achieve is a look
it's literally one of the core goals
That's probably going to come down to your artistic abilities and not how doom handles rendering
I personally believe you don't need to worry about Doom's rendering engine
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
I think it's more understanding what the tools do that you are provided than the nitty gritty of it
there's no Doom source ports that run on a PS1?
pretty sure there's psx doom, not sure if can make custom maps on it
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?"
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 😮
Wasn't until PS3/360 we got a console port of Doom that could run properly
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
yeah of course
damn shame
I remember when that 360 port came out too, everyone was pleased with it
proper 4 player and everything
@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
Uh yeah. Full code please if possible @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
Aha, glad you caught that
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
IIRC you gotta rename it to the name of the titlepic in say DOOM 2
don't hold me on that
I think it needs to be named TITLEPIC
it is named titlepic
might need to define it in GAMEINFO?
IIRC GAMEINFO would be in MAPINFO, TITLEPIC might be MAPINFO.
don't hold me on that again
Okay so, if I make a TC in GZDoom, how difficult would it be to get it to run in other engines?
other doom engines, or other engines entirely like Unity?
other doom engines
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
Might work in Zdoom or Zandronum
do you think, if ported, GZDoom would run well enough on a PS1?
Can't handle alot of monsters
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
it barely handled vanilla doom
it barely handled vanilla doom because it was a shit port
PSX doom did have to take stuff out in order to run, despite the lighting effects
are you sure, think about the most impressive PS1 games
yup
even considering Spyro, Crash, and MGS?
probably because it was a PC game designed to run on PC's
was psx doom true-3d or still raycast?
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
not raycast, sorry
that's a common misconception
you know what i mean tho
yes it was still using that method of rendering
followup question: would psx doom have run better or worse if it used true 3d
It's not a question of if it used true 3D
probably better
it's more access speeds and optimizations
they had to beef up the PS1 just so Crash Bandicoot didn't break the PS1
@royal wave how did they manage to get Quake II running on it at about the same performance then?
Math my good friend, math
but you're saying it could barely handle Doom
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
I'm explaining hold your damn horses
go on, although I don't know if I'll understand
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
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
Also brushes require less rendering effort than a plane
and everything in doom is handled like a plane
yeah, in their respective software renderers
doesn't matter too much on gzd hardware though
so getting a psx to run doom reasonably-well wouldn't just require porting the engine, but rebuilding how it fundamentally functions?
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
so they just made a single, terrible decision
since Quake was when they started using the GPU for doom engine games
nah
they made a decision that'd save money
oh, true
So really, it's just that the PSX version of Doom is underpowered to save money?
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
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
I'm just waiting for Zand to "combine"? With GZDoom so freedom is realized or something
er
it was never anything
it was an informal discussion
discussing something that could happen
welp I've been thinking of a lie then
you haven't been thinking of a lie, you've just been taking an informal discussion too seriously
it could happen, but that would be like GZDoom 5.0
is a hardware accelerated 8-bit renderer possible?
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
good
so, hmm
no real reason to use Quake then, I don't think?
GZDoom is already using openGL or whatever right?
there are reasons
mainly that its map format is true 3d
building 3d architecture is a pain in gzdoom
would it hinder performance?
you mean 3d architecture in gzdoom? nah
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
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
yeah
though, in comparison, gzdoom makes it look easy, considering this exists https://www.doomworld.com/forum/topic/92574-dimension-of-the-boomed-early-alpha/ 😛
Dimension of the Boomed is an MBF format WAD in the style of Quake. It presently includes 3 new maps, a update of my Mayhem2016 map, one additional mons...
there's some maps out there that you wouldn;t know any better if you just saw the screenshots
yeah there's one
keep in mind - that's in Boom format 😛
There's massive documentation though
yeah you can use those
http://www.moddb.com/games/doom/addons/friends-house I made a 90% accurate version of my long time friend's house, even he was surprised at the accuracy of it.
@Modders
lol
lol no
It would be more 64x128 with a screen
The basement is underneath his bedroom area so I had to do something so all was usable in a 2.5D spacing
niice
inb4 mass murdering charges
Columbein
This was from 2014 lol
SIGNS OF A KILLER IN THE MAKING
FOX NEWS, CALL OF DUTY TRAINS YOUR SON TO BE A SOLDIER
columbine
I started working on a replica of my own home but I never finished it
you couldn't handle the mental training
ew
Yes, I DO have those posters
ew
in my DOOM?
let me see where the normal screenshots are
do you have a life
lol no
No, I'm American
why do you have a union jack flag flying then
My little brother (21) likes 1D lolol
tf is 1D?
oh no
One Direction