mdmenzel Posted March 23, 2015 Were there any games of Doom's era other than idtech engine games that implemented an invisibility effect like Doom's (ie a snowy shadow)? 0 Share this post Link to post
scifista42 Posted March 23, 2015 Probably not. Doom might be unique with that particular effect. Spoiler Hard to believe, isn't it? 0 Share this post Link to post
Maes Posted March 23, 2015 That's quite a stretch, but I recall Epic Pinball had, among others, a "transparent glass" effect for the pinball (which I presume is what id were originally trying to achieve). 0 Share this post Link to post
scifista42 Posted March 23, 2015 Maes said:(which I presume is what id were originally trying to achieve). Why do you presume that id were trying to achieve something different than the fuzz effect they ended up with? 0 Share this post Link to post
snapshot Posted March 23, 2015 Deathmatch Classic if you get the Ring of Shadows : http://half-life.wikia.com/wiki/List_of_weapons_and_items_in_Deathmatch_Classic#Ring_of_Shadows EDIT : and if you meant Invulnerability http://half-life.wikia.com/wiki/List_of_weapons_and_items_in_Deathmatch_Classic#Protection 0 Share this post Link to post
Maes Posted March 23, 2015 Well, the usual portrayal of invisibility in movies and the such is a glassy diffraction effect, with light intensity usually being only slightly or not affected at all, but with the contours of the seen-through objects being subtly altered, as if viewed through a lens with surface defects or a bumpy glass marble. Taking into account the limitations of the Doom engine, I think that the elements are there: they were trying to simulate this effect by sampling nearby pixels, and limiting the light intensity by picking another colormap. Now, by and large, this does seem to function: you indeed get a "shimmering" effect, and at least at low resolutions and at some distance, the effect is quite convincing. However due to limitations in how much processing they could apply for the effect to remain usable in real-time, they couldn't quite fix some side-effects of it (like visible wavy patterns or excessive darkening due to internal feedback) or make it look more refined, which really make it look poor in higher resolutions. EpicPinball could get away with it because it only had to render a single pinball. 0 Share this post Link to post
scifista42 Posted March 23, 2015 DMGUYDZ64 said:Deathmatch Classic if you get the Ring of Shadows : http://half-life.wikia.com/wiki/List_of_weapons_and_items_in_Deathmatch_Classic#Ring_of_Shadows Isn't that just a normal partial invisibility, as opposed to a Doom-like fuzz? 0 Share this post Link to post
snapshot Posted March 23, 2015 scifista42 said:Isn't that just a normal partial invisibility, as opposed to a Doom-like fuzz? Oh ,you're talking about total invisibility ? 0 Share this post Link to post
scifista42 Posted March 23, 2015 DMGUYDZ64 said:Oh ,you're talking about total invisibility ? We're talking about this particular visual effect: (known as "fuzzy" render style) 0 Share this post Link to post
Avoozl Posted March 23, 2015 Daggerfall used a similar effect at least for its water. 0 Share this post Link to post
Da Werecat Posted March 23, 2015 scifista42 said:Why do you presume that id were trying to achieve something different than the fuzz effect they ended up with? Linguica theorised about it, btw: http://www.doomworld.com/vb/post/1335541 0 Share this post Link to post
Avoozl Posted March 23, 2015 Turns out I may have been a bit wrong about the Daggerfall water. 0 Share this post Link to post
Aliotroph? Posted March 24, 2015 The dungeon water effect in Daggerfall (different from outdoors water) is strange. It seems to figure out which part of the buffer to apply the effect to and then just use a mask to apply an effect that's independent of the pixels being rendered. The result is a noise effect that has parallax like a sky. It's just odd. 0 Share this post Link to post
Cupboard Posted March 24, 2015 Gauntlet Dark Legends had an invisibility artifact you picked up which activated instantly. You were granted immunity from monsters ever caring about you, i.e. targeting other players or wandering randomly. They only attacked if you walked straight into them to initiate close combat in which you might lose health. The whole game was about mowing down enemies, arcade style, so keep that in mind. In all the levels, you had to kill basically every singly enemy in order to capture all the treasure items, potions, and powerups. So there was extra motivation to be quick and efficient. Invisibility enhanced this. 0 Share this post Link to post
printz Posted March 24, 2015 Descent: it cloaks you similar to the Doom specter, maybe better. To the robots, you make them think you're at the last position where you made noise, so they keep firing there (or disengage if not there), until you make noise again and they change their target there, and so on. 0 Share this post Link to post
Maes Posted March 25, 2015 Lol darknation, is that taken from some 1994 WAD's easter egg? Ya know, when a few grainy and heavily dithered pixels on a texture were enough to get our juices running ;-) 0 Share this post Link to post