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Shanoa

Post your Doom picture! [post in Part 2 instead]

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Linguica said:

MAP01.gif


What is the background info behind some flats (SEGS?) being drawn top->bottom of screen and some bottom->top of screen?

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Segs are segments of linedefs; nothing to do with flats.

The back-to-front, then front-to-back thing seems to correspond to concave visplanes. Convex shapes are always filled on the back-to-front pass, concave shapes have the left half filled back-to-front, then the right half filled front-to-back.

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I made that GIF just by sticking a call to M_Screenshot() (or whatever the function is called, I forget) at the end of each call to r_drawcolumn and r_drawspan, so presumably it's showing the exact order that the engine is rendering stuff. So now I am curious:



why is a small section of wall rendering well after the rest of the walls, and at the very end of the flat rendering section?

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Linguica said:

why is a small section of wall rendering well after the rest of the walls, and at the very end of the flat rendering section?

Very odd. It's a single-sided wall, with "impassable" as its only flag, textured with a single-patch texture (TEKGREN5, RW39_1). Transparent textures are rendered at the end, along with sprites, but there is no way in which this linedef could be said to have a transparent texture.

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OK, I've spent time looking into it and this is what I think is happening. It looks like this is a quirk in the PrBoom codebase that Quasar added in for some reason :P

In the code in r_drawcolumn.inl, this code is called BEFORE the code that comprises the inner texture-mapping loop:

      if(temp_x == 4 ||
         (temp_x && (temptype != COLTYPE || temp_x + startx != dcvars->x)))
         R_FlushColumns();
So without going too much into detail, for whatever reason, stuff can be left stuck in the buffer at the end of a call to r_drawcolumn.inl, but it is usually "flushed" out and written to the screen at the start of the next call. But what happens after the very last call to r_drawcolumn.inl? There's still something in the buffer that ought to be drawn. So when is the next time R_FlushColumns() gets called? Well, the main rendering loop calls a function R_ResetColumnBuffer() AFTER the calls to draw the walls and the floor, and BEFORE drawing the sprites and stuff. And R_ResetColumnBuffer() calls R_FlushColumns(), so that little bit of wall texture that wasn't ever drawn finally gets drawn.

I guess it doesn't hurt anything, it's just... weird.

Edit: so basically, after the normal wall-drawing code is finished:



Then after the flats-drawing code is finished:



And finally, after R_FlushColumns() is called again:

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Proof of concept attempted...


...needs refining. A hell of a lot of refining.

Spoiler

I blame Ragnor >_>

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*thumbs up*

the blood obviously needs to be less jagged and square, but you know that already :p

Also, its 5 am and I was about to sleep, but this just reminded me of THAT, so fuck you, no sleep likely now :p

KiiiYiiiKiiiA said:

*medkit fail*

Go, me!

Also, if you look closely, you can see my video card dying. :(

You and I have a habit of dying like this it seems

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I took this screenshot while playtesting a new Switcheroom 2 map in Chocolate Doom (ChocoRenderLimits). I post it here, because I have a puzzle for everyone:

Can you guess what's obscuring my view on the right? :)

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Ragnor said:

Also, its 5 am and I was about to sleep, but this just reminded me of THAT, so fuck you, no sleep likely now :p


Consider it payback >:D
I'm confident that this is doable, even the world maps, but it's clearly going to need a huge expansion to accommodate the third dimension. Sprite rotations could be interesting too.

--
scifista: Obvious answer would be cacodemon, but that's too easy. Corpse balancing on the player maybe?

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Answer is in this spoiler. I admit, it wasn't exactly a fair puzzle, I doubt anyone would 100% identify it at first glance.

Spoiler

It was a cacodemon fireball that just hit me.


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^I thought it might be the red 3rd marine co-op player..

I got some mapping done today and proceeded with this. The building used to be just more rock, so this helped me to put sort of a center to the area that exists so far.



http://imgur.com/KAR47Yk

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So I dug up my Heretic project that I started for Legacy ages ago when Legacy was made from sticks and we had to walk several miles to download it. Anyhow it's only one small map so far and a small chunk of two others.... I went and perverted it to ZDoom's Heretic in Hexen format. I was hoping for Heretic in UDMF and despite that working in GZDoom Builder it made the port crash. So mayhap I have to convert to Hexen format first before making the leap to UDMF?

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Doom Dude said:

I was hoping for Heretic in UDMF and despite that working in GZDoom Builder it made the port crash. So mayhap I have to convert to Hexen format first before making the leap to UDMF?

No, not at all. I don't know where the problem was (old version of ZDoom? buggy converter? voodoo curse?) but that wasn't it.

Picture looks good, by the way.

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That looks chaotic Doominator.

Looks cool Afterglow. Nice textures.

gemini09 is that some sort of oasis you have going on there? :D

Ledillman said:

I really like that screenshot! me wants to play


If I wasn't so into Doom now I'd work on finishing it. I guess I'll do an episode of small maps.

Gez said:

No, not at all. I don't know where the problem was (old version of ZDoom? buggy converter? voodoo curse?) but that wasn't it.

Picture looks good, by the way.


Ahhh ok, good to know Gez.

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RadTang said:

Two of these Cacos look like they're talking to each other.
By the way, what's the wad name?

Pretty sure this is Scythe 2.

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Doom Dude said:

Looks cool Afterglow. Nice textures.

gemini09 is that some sort of oasis you have going on there? :D


It's really more of a just ROCK4 thing going on.

Nice shots, Doom Dude and Afterglow. I see that I have to clean up my texture alignments a bit. :)

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(1920x1200 - 1.94MB)


(1920x1200 - 1.65MB)

This bit of nonsense was inspired by an arched bridge in one of rebit's voxel object threads, I decided to see if I could make a reasonable facsimile using 3D floors and slopes. Texture choice is far from final, but what's there is fairly well aligned, that took up a large chunk of the day and a half I spent working on this.

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