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Doom corner  "for all Doom related discussion"

User is offline   Jimmy 

  • 1776 World Wide

#3841

I didn't say they outright killed it, I said "all but."

Movies made comics mainstream. Mainstream means marketing, advertising, and the "big bucks." That means sanitization. In the past, sanitization has been varying amounts of tolerable. Today it means SJW politics.
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User is offline   jkas789 

#3842

Oh, sorry then.

And yeah I agree with that.
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#3843

Civvie's Heretic video is out!


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User is offline   NY00123 

#3844

So, about a week ago, it was shown in a Doomworld thread that by taking advantage of an exploit, a saved game made for Vanilla Doom can lead to arbitrary code execution.
Just for one example, such a saved game can now be used in order to start a game of Snake:


https://www.doomworl...code-execution/
https://github.com/kgsws/doom_ace (There's currently a separate branch with a saved game compatible with Doom 2 v1.9.)

In case of doubts: It's better to not expect such exploits to ever work in the same manner in Chocolate Doom.

This post has been edited by NY00123: 05 October 2020 - 12:19 AM

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User is online   Sanek 

#3845

Speaking of Doom mods..

When Doom textures is being used in Duke3D, it looks nice and like it belongs there. So why when textures from Duke is being used in Doom, it's almost always looks jarringly out of place? Borderline cheap I'd say.
I dunno why but it always looks like kinda noobish to me.
0

#3846

View PostSanek, on 05 October 2020 - 08:40 AM, said:

Speaking of Doom mods..

When Doom textures is being used in Duke3D, it looks nice and like it belongs there. So why when textures from Duke is being used in Doom, it's almost always looks jarringly out of place? Borderline cheap I'd say.
I dunno why but it always looks like kinda noobish to me.


Lack of proper shading maybe? Doom is a bit limited in its lighting system compared to Build.
0

User is online   Ninety-Six 

#3847

Doesn't it have a more limited palette too compared to Build games? (well, the trinity, anyway. I don't know how pre-D3D Build compares to D3D and beyond).

This post has been edited by Ninety-Six: 05 October 2020 - 09:48 AM

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User is online   Ninety-Six 

#3848

I needed to test some stuff in the DOS version, and while I still had the wad files from previous installations, the actual DOS executables were lost in the harddrive crashes. So, I needed to get them back off steam. This meant installing the unity port as well.

By accident, I started the unity version instead of the dos version, but was pleasantly surprised to find out that it ran just fine without making this computer cry. Now I know Unity can be either optimized well or crappily depending on the game, but this laptop is still a bit old so I was figuring even if it was optimized it would still cause trouble. But it didn't.

I don't know if that's credit to the hardware or the coding but kudos to someone all the same. Or maybe I just have a poor understanding of exactly how shells work. Equally possible, if not moreso.


I played around with it, and it turns out I might have been a bit optimistic about the crosshair. I was assuming it would actually move to the height of the enemy being targeted. So not as useful as I was hoping, but the feature is still appreciated. I'm still testing to see if it's useful at all for working within the hitscan bug (at least in terms of melee, anyway). So far I haven't even encountered the bug, but that could very easily be explained by the finer precision offered by a mouse vs. an analog stick. In fact I'm all but certain that's the case.
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User is offline   NightFright 

  • The Truth is in here

#3849

Feast your eyes upon the latest screenshots of the upcoming "Elementalism" megawad. It's hard to believe this was made for Doom.
3

#3850

View PostNightFright, on 08 October 2020 - 09:50 PM, said:

Feast your eyes upon the latest screenshots of the upcoming "Elementalism" megawad. It's hard to believe this was made for Doom.


These look very impressive indeed, but often playing the actual maps doesn't match the expectations because of shallow, more often than not slaughterish or unfair gameplay with hordes of monsters. Also player's view is different ingame and in the builder the shots are taken. You won't see most of these sexy areas when you play the wad and your actual view can be very limited to some repetitive rooms. Also I don't like that again too many mappers are working on one thing, I prefer tighter releases with fewer (less than 3) mappers. OTOH I like Bauul's work, Foursite was a very interesting level even with its bugs.
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User is offline   Player Lin 

#3851

Not really a fan of large amount maps-megawad...good gameplay or not...when I still have a lot of WADs needed to play but lack of time to do so... :P


===edit: added my long post that failed by database error for some reasons===

View PostNinety-Six, on 08 October 2020 - 12:40 PM, said:

I needed to test some stuff in the DOS version, and while I still had the wad files from previous installations, the actual DOS executables were lost in the harddrive crashes. So, I needed to get them back off steam. This meant installing the unity port as well.

By accident, I started the unity version instead of the dos version, but was pleasantly surprised to find out that it ran just fine without making this computer cry. Now I know Unity can be either optimized well or crappily depending on the game, but this laptop is still a bit old so I was figuring even if it was optimized it would still cause trouble. But it didn't.


The underlying engine still the good'ol original DooM engine with some limit-removing and patches, the idtech4/Unity part just a shell.

https://doomwiki.org...ssic_Unity_port


Quote

The port is based on the Doom Classic codebase, but replaces the id Tech 4 shell with one based on the Unity game engine.


Although utilizing the Unity engine, this is a true Doom engine port, not a Unity recreation. Unity is merely used as a shell—more formally referred to as an abstraction layer—for handling input and output, while rendering is still performed by the original Doom engine.[1] The actual Doom game code is contained in a DLL which is loaded by the Unity framework to run the game; this allows simplified portability.

Static limits are raised and engine bugs are fixed on a case-by-case basis, as required to support the additional features introduced in the port without breaking demo compatibility.[3] This also means that certain new features such as freelook are not planned,[4] and that certain limitations of the original engine, such as the issues when attempting to load sprites, flats, and textures from different archives, are left in place.


So it ultimately just a DooM classic port, running on Unity engine of shell (for cross-platform supports), it won't be surprised your old notebook still working fine with it.

This post has been edited by Player Lin: 10 October 2020 - 06:13 AM

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User is offline   NightFright 

  • The Truth is in here

#3852

I am actually currently playing through Doom 1, Sigil, Doom 2 and NRFTL maps with Heretic textures and sprites thanks to a rather ingenious mod published here:

https://forum.zdoom....hp?f=19&t=69829

You need to isolate the maps from the iwads since it will look bad otherwise, but it's fantastic. Feels like hand-made Heretic remakes.
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User is offline   MusicallyInspired 

  • Buy Mage's Initiation!

#3853

I really want to try this but the extranneous instructions to get it to work scared me off. Why aren't these in a simple downloadable form you can just play?
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User is offline   NightFright 

  • The Truth is in here

#3854

Well, it works like: Load your Doom maps first, then the base pk3, then the toploader wad. I made a merged pk3 for private use which makes things easier. Anyway, this won't work with pwads that come with custom textures or sprites like Eviternity. Many vanilla pwads should work just fine without any editing. If you wanna play the original Doom campaigns with this, you would have to extract the map files first.
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User is offline   Player Lin 

#3855

View PostMusicallyInspired, on 10 October 2020 - 07:06 AM, said:

Why aren't these in a simple downloadable form you can just play?


The mod author already said...

Quote

...For obvious copyright reasons I will not be releasing any official converted maps with any public release of my mod....


Levels in IWADs cannot be modified and/or put for download because of copyright violation.
I don't think it's possible using GZDooM's scripting language(ZScript) to extract IWAD maps on-the-fly.

The only easier way to get IWADs to work is manual extract them with tools like Slade 3, open IWAD file, copy EXMX/MAPXX lumps and export to a new standalone PWAD file then save the PWAD file(without other assets), then load the mod with the standalone PWAD.

EDIT: I seems misread something but still, load vanilla PWADs and no-custom textures WADs should still working as NightFright said, load your DooM/DooM2 PWAD first then mod base pk3 file and toploader should working. It's just tricky to play with official levels.

This post has been edited by Player Lin: 10 October 2020 - 08:13 AM

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User is offline   Phredreeke 

#3856

View PostNinety-Six, on 05 October 2020 - 09:00 AM, said:

Doesn't it have a more limited palette too compared to Build games? (well, the trinity, anyway. I don't know how pre-D3D Build compares to D3D and beyond).


Pretty much all DOS FPS used 256 color palettes. Using less wouldn't really present any benefit other than reduce the size of the shade tables
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User is offline   OpenMaw 

  • Judge Mental

#3857

Between shilling Save The Astronaut and working on Save The Astronaut 2 i'm also working on a six level pack for Doom 2/Zdoom entitled "Six Pack."




This is the first level of the pack. It's called "Computer Processing." It's my best attempt at trying to emulate a Doom 1 E1 style level in Doom 2 without any custom content. I need to fix a few texture bugs and balance it out a bit more.
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User is online   Ninety-Six 

#3858

Looks promising! Be sure to tell us when it's done; I'm looking forward to it.
1

#3859

I was surprised when I actually learnt that many Doom 1 textures aren't present in Doom 2. That means you can't truly make a Doom 1 style level in Doom 2.
0

User is offline   OpenMaw 

  • Judge Mental

#3860

View PostThe Watchtower, on 12 October 2020 - 04:06 AM, said:

I was surprised when I actually learnt that many Doom 1 textures aren't present in Doom 2. That means you can't truly make a Doom 1 style level in Doom 2.


There is a custom wad file out there that brings the Doom 1 texture set into Doom 2, but I really want this to be as close to purely vanilla as possible. Outside of likely breaking the standard limits, that is.


0

#3861

Looks pretty good so far! I'm looking forward to playing the wad Six Pack when it's finished.

Just curious, is it going to be ZDoom only or you intend the wad to be playable in other ports as well? According to the post you recently made, it is meant to be a vanilla/limit-removing wad and if that's really the case, may I suggest to use other source ports like Crispy Doom to test it and ensure it all works properly for a more vanilla experience? I don't want to sound a bit rude here but this is a mistake that many mappers often make (see Lunar Catastrophe for a vanilla style UD megawad that only works in ZDoom based ports), when they only test their wads in ZDoom/GZDoom and it doesn't work properly in the more vanilla ports, which includes doors that don't open, elevators that don't work, etc. I know that ZDoom can be made to look close to vanilla but it's not the same thing to me with all the stuff that ZDoom has changed (which deviates from the vanilla Doom gameplay) and I personally prefer to play only ZDoom wads in ZDoom family ports and with mouselook, jumping and crouching all enabled because many ZDoom wads often require jumping/crouching. Only when I play in the more classic source ports (Chocolate, Crispy, Eternity, PrBoom+), I prefer to use classic controls and the Doom status bar enabled. Just my 2 cents, don't take any of this as an attack, like I said the wad looks excellent so far.

Once again this is meant to be a small suggestion. Hope you will consider the wad playable in other ports as well. If you want, I can help beta testing the wad in other ports. :)
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User is offline   OpenMaw 

  • Judge Mental

#3862

I'll be testing with several different ports to make sure it has compatibility. Like I said i'm not using any of the higher scripting features or anything like that, and I learned my lesson after my last release "In Hell, I rage" to test, test, test.

It is one feature I wish Doom Builder had, a lock of some kind that kept you within the parameters of the original DOS game so you never had to worry about going over the limits or "breaking" compatibility with more vanilla ports.
1

User is online   Ninety-Six 

#3863

Does anyone know what's happening with Eternal's DLC? It's supposed to be out in a few days but it's been completely delisted.
0

User is offline   NightFright 

  • The Truth is in here

#3864

Good news: That Doom-to-Heretic conversion I mentioned earlier on got an update and now works with iwads. You don't have to extract the maps from doom.wad or doom2.wad any more, just load heretic.wad, then your preferred Doom iwad/pwad and then those conversion files.

Still no Final Doom support, though. Plutonia Heretic would be dope.

This post has been edited by NightFright: 17 October 2020 - 07:48 AM

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User is offline   Player Lin 

#3865

Final DooM IWADs would be needed more extra works since like FreeDooM, has unique textures and won't working well unless doing some special treatments.

It's just too many "cases" to take care when new textures involved, sadly.
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User is offline   Outtagum 

#3866

View PostNinety-Six, on 16 October 2020 - 02:02 PM, said:

Does anyone know what's happening with Eternal's DLC? It's supposed to be out in a few days but it's been completely delisted.


It's still on schedule.

https://twitter.com/...465387395469312

https://slayersclub....e-launch-stream
1

User is offline   Outtagum 

#3867




2

User is offline   OpenMaw 

  • Judge Mental

#3868



Work continues.
4

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