User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom General > Dream Doom feature
Pages (4): « 1 2 [3] 4 »  
Author
All times are GMT. The time now is 11:12. Post New Thread    Post A Reply
scifista42
Forum Spammer


Posts: 6668
Registered: 05-12



Doominator2 said:
I would love to have red faction like destructible environments. It would probably be very hard without rebuilding the entire maps.

It would probably be very hard without rebuilding the entire maps.
*laughs* It would be impossible without rebuilding the entire engine. Even wall decals had been too much to implement in the time of Doom's development.

Old Post Jan 3 2014 18:43 #
scifista42 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
_bruce_
Senior Member


Posts: 1347
Registered: 11-07



Kappes Buur said:
While floors can move up or down, it would be great if there were floors
which can move in the horizontal plane.

As far as I "know" this doesn't "compute" with the underlying bsp structure of the map... or one had to dynamically re-partition the map on demand.
Blood/Duke and Co. could pull it off because the level's visibility is handled via portals - simple but very clever move by build author Silverman.

Old Post Jan 3 2014 20:43 #
_bruce_ is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Doominator2
Senior Member


Posts: 1159
Registered: 10-13



scifista42 said:
*laughs* It would be impossible without rebuilding the entire engine. Even wall decals had been too much to implement in the time of Doom's development.

Ha ha ya I totally left out the thought about the engine's capability's when I wrote the post.

Old Post Jan 4 2014 00:33 #
Doominator2 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Patrol1985
Forum Regular


Posts: 803
Registered: 07-13



Doominator2 said:
Ha ha ya I totally left out the thought about the engine's capability's when I wrote the post.

I thought the thread was about DREAM features, not those limited by the engine. In that case, there isn't much I would like that isn't in the game already. Maybe 2-3 differing gib animations.

Old Post Jan 4 2014 08:43 #
Patrol1985 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
wesleyjohnson
Senior Member


Posts: 1133
Registered: 04-09


Been reading through this for more ideas for DoomLegacy. Some we already got you know, and others are already on my TODO.

Single save game.
Had considered some system of support for enforcing a single death. If it did not mark the accomplishment in some way that could be proven to other players, then might not be worth it.
More than a few players play that way. I have played that way, up to a point.
Played Alien Vendetta Map18 last night, and had to save every 10 seconds. My "difficult" Doom wad motto, when they cheat, I cheat (in self defense).

Horz. moving sectors.
Not impossible, just have to treat such sectors as open space in the BSP. Would require an in-game node-builder.
It then becomes a matter of where the boundaries are at the current time and what kinds of walls it adds.
The transparent texture, and 3d floor code already handles similar sorting problems.

Climbing: On my TODO.
Player Sprites is the problem. In coop and deathmatch the other players can see the climbing player. If they are to "climb" instead of "float" they need a climbing animation, that does not exist in any of the wads.

Sliding door: Someone started code on this but did not finish.
Can be done using fragglescript, as can be seen in hth2.wad on DoomLegacy.

Old Post Jan 4 2014 22:10 #
wesleyjohnson is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
William Blazkowicz
Junior Member


Posts: 173
Registered: 12-13


The ability to tear out the intestines from a Cacodemon and use the intestines as a whip.

Old Post Jan 6 2014 01:53 #
William Blazkowicz is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
40oz
Forum Etiquette Expert


Posts: 7639
Registered: 08-07


A player animation for running and shooting at the same time.

Old Post Jan 6 2014 16:48 #
40oz is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
KevinHEZ
Member


Posts: 421
Registered: 02-13


easier mapping, like quake

Old Post Jan 6 2014 18:30 #
KevinHEZ is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Orchid87
Junior Member


Posts: 145
Registered: 01-11


I literally had a dream last night. I was playing some Doom 2 or Plutonia level (probably MAP24 the Chasm) and the game had Dark Souls like online features. There were messages left by other players near the traps and secret doors and two other players invaded me on my playthrough. Waking up I've realized that those features suit Doom really well. Alas they couldn't possible be implemented in vanilla Doom back then because it wasn't client/server and Internet multiplayer was not as widespread mid 90's as it is now. Bringing these features to any modern source port would be useless too since there are not so many Doom players today, much less are playing the same port, sadly.

Old Post Aug 28 2014 06:17 #
Orchid87 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Doomkid
Senior Member


Posts: 2376
Registered: 06-08



Krispy said:
Split screen mode.


Patrol1985 said:
Automatic conversion of a demo into a video and a subsequent upload to youtube. All with as few mouse clicks as possible.


40oz said:
A player animation for running and shooting at the same time.

All of this a thousand times over!

I also wish Carmack had never removed slopes. Even though they're possible in modern ports, it would be nice if they were universal. Quake still would have been seen as a huge leap (which is what he was worried about) on account of the game's actors being full 3D.

Also, like Grazza said, the MUS format sucks a dick. It sucks ass having to convert MIDI files to MUS format for compatibility with Legacy. At the very least it could have been more accurate to true MIDI.

Orchid87 said:
There were messages left by other players near the traps and secret doors

This is a really interesting idea, the ability to leave helpful notes on the map until someone exits. Would be similar to the signs in Minecraft which are generally helpful.

Old Post Aug 28 2014 06:56 #
Doomkid is offline Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
bytor
& the snow dog


Posts: 827
Registered: 01-09


Doom in the Holodeck.

Old Post Aug 28 2014 08:37 #
bytor is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Tuxlar
Junior Member


Posts: 193
Registered: 01-13


A good, generally-accepted method for doing this.

Megawads would have a way to no longer hide their gems, single-map wads would get more attention, etc.

Last edited by Tuxlar on Aug 28 2014 at 12:44

Old Post Aug 28 2014 09:27 #
Tuxlar is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
MFG38
Member


Posts: 642
Registered: 05-13


An easier way of making deep water in ZDoom.

__________________
I am mad. I am Finnish. I am a gamer. But I don't know where the number 38 came from.

Old Post Aug 28 2014 12:10 #
MFG38 is online now Twitter account || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Doomkid
Senior Member


Posts: 2376
Registered: 06-08


@Tuxlar, Odamex is capable of easy wad rotation, even between wads that require different resources. Its nice having a playlist of the best maps of several megawads without having to slog through the duds. I've played many servers that do this, though I don't know exactly how - An odamex guru should be of help.

I would love to see wad rotation on-the-fly become a port standard, and in a way that's easy for users to configure. I think Eternity does this too (I could be wrong!)

@MFG, it's really easy to make deep water the Legacy way, and it works in Zandronum. I'm not sure about ZDoom though!

@bytor, if only if only...

Last edited by Doomkid on Aug 28 2014 at 12:21

Old Post Aug 28 2014 12:13 #
Doomkid is offline Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
VGA
Forum Regular


Posts: 755
Registered: 05-14


I would like LUA scripting for everything, from general scripting to monster AI to weapon effects to HUD scripting (like 3DGE's COAL). To replace ACS and DECORATE 100%.

Old Post Aug 28 2014 12:51 #
VGA is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Holering
Member


Posts: 430
Registered: 01-03


Helping Samus Aran!

Old Post Aug 28 2014 12:56 #
Holering is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Tuxlar
Junior Member


Posts: 193
Registered: 01-13



Doomkid said:
I would love to see wad rotation on-the-fly become a port standard, and in a way that's easy for users to configure. I think Eternity does this too (I could be wrong!)

Most importantly, it ought to be easy to share and use. It should work as loading any wad works now, along with even a way to auto-acquire all its required resource wads, map wads, etc.

Old Post Aug 28 2014 13:07 #
Tuxlar is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
FireFish
Big Asshole


Posts: 1193
Registered: 04-13


I do not have a dream feaure but more or less an idea for which i am to lazy to try and code it into an existing port ;

The Cube thing ;
A true 3D OPENGL or DX cube. A tiny remote tagged sector decides the cube its textures and the height at which it floats.
Using a bit of caco-demon code and modern source ports their finite height it could be made a platform to stand on or under.
The Thing would allow the cube to be integrated with the map without having to touch the bsp.

Old Post Aug 28 2014 14:35 #
FireFish is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Suitepee
Member


Posts: 646
Registered: 03-13


The removal of Revenants as a valid enemy type for Doom maps, replaced by something better if need be.

Otherwise I only dream that one day people streaming Doom content will be ridiculously popular and thus further keep Doom alive for another 500 years.

__________________
www.youtube.com/JohnSuitepee
http://www.twitch.tv/johnsuitepee/ = NOVA 2 part 2 livestream for the DWMegawad Club coming soon.... (after SGDQ)

Old Post Aug 28 2014 16:52 #
Suitepee is offline Youtube Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
GoatLord
I really should think before I post.


Posts: 3345
Registered: 07-02


Something akin to Brutal Doom, but professional. Enemies that can attack and die in various ways, monster weapon pickups, alt firing modes. I think it could have been handled with subtlety and finesse if put in the right hands.

Old Post Aug 28 2014 17:37 #
GoatLord is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
esselfortium
A Major Doomworld Concern


Posts: 7025
Registered: 01-02



Suitepee said:
The removal of Revenants as a valid enemy type for Doom maps, replaced by something better if need be.

Yes! Like flying Revenants!

Old Post Aug 28 2014 17:42 #
esselfortium is offline Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Suitepee
Member


Posts: 646
Registered: 03-13



esselfortium said:
Yes! Like flying Revenants!

I shudder as I realise somebody has probably already made that in realm667 somewhere.....or will do to torment me in the future!

__________________
www.youtube.com/JohnSuitepee
http://www.twitch.tv/johnsuitepee/ = NOVA 2 part 2 livestream for the DWMegawad Club coming soon.... (after SGDQ)

Old Post Aug 28 2014 17:57 #
Suitepee is offline Youtube Twitch || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Linguica


Posts: 5009
Registered: 05-00



esselfortium said:
Yes! Like flying Revenants!

Doom 4 called, it wants its jetpack Revenants back

Old Post Aug 28 2014 18:03 #
Linguica is offline Twitter account Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
fx02
Junior Member


Posts: 110
Registered: 01-04


Ingame demo browsing and playback, yay :)

Old Post Aug 29 2014 14:36 #
fx02 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
mikeo007
Warming Up


Posts: 30
Registered: 07-03


Brush based map editing and lightmap lighting. Yup, I want quake style maps with Doom sprites, physics and graphics.

Old Post Aug 29 2014 15:19 #
mikeo007 is offline || Blog || Post History || Add Buddy IP || Edit || Quote
Captain Toenail
Forum Regular


Posts: 787
Registered: 05-08


After messing with the shaders mod for Minecraft, it would be really cool to see something similar for Doom. Nice shadows, rippling reflective water... probably not going to happen (and would look bizarre with sprites no doubt).

Old Post Aug 29 2014 15:24 #
Captain Toenail is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Tuxlar
Junior Member


Posts: 193
Registered: 01-13


Also, I wish there was a Thing flag for when a level begins with a pistol start (rather than a carry over).

Last edited by Tuxlar on Aug 30 2014 at 00:54

Old Post Aug 29 2014 23:41 #
Tuxlar is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Sodaholic
I feel justified yet disgusted with myself at the same time


Posts: 3515
Registered: 04-07



mikeo007 said:
Brush based map editing and lightmap lighting. Yup, I want quake style maps with Doom sprites, physics and graphics.

Would it be subject to the same fog algorithm as the sector lights, or just flat as it is in Quake itself? I imagine it would look really cool with the Doom fog algorithm.

Still, the fog algorithm was more of a compensation for flat and solid sector lighting - essentially trying to do the same job as lightmaps by having light contrast blended in the same area. 32X Doom did flat lighting and it looked pretty shit. Doom 64 was more Quake-like in that you could define lights per small surface area with fog being treated like actual fog and not a weird and unrealistic lighting method.

It would be worth experimenting with regardless to see how lightmaps with would look Doom's diminishing lighting (official term used by id, since while it basically was fog it was not supposed to represent fog).

Old Post Aug 30 2014 00:35 #
Sodaholic is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Tuxlar
Junior Member


Posts: 193
Registered: 01-13



mikeo007 said:
Brush based map editing and lightmap lighting. Yup, I want quake style maps with Doom sprites, physics and graphics.

Bam

Old Post Aug 30 2014 00:51 #
Tuxlar is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
FireFish
Big Asshole


Posts: 1193
Registered: 04-13


Wow, that actually looks a lot better and acceptable then i would have imagined. (0_o)

Old Post Aug 30 2014 01:07 #
FireFish is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 11:12. Post New Thread    Post A Reply
Pages (4): « 1 2 [3] 4 »  
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom General > Dream Doom feature

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.