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GooberMan

ID24 - a new feature set standard

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Super fucking happy you made a map to show off the features just like the BoomEdit map. Can’t wait to have fun with these!

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does full id24 require replaced plasma and bfg for the incinerator and calamity blade to work? or is that not the case? 

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10 minutes ago, Terrcraft said:

does full id24 require replaced plasma and bfg for the incinerator and calamity blade to work? or is that not the case? 

 

ID24 makes them standalone weapons and ammo types that do not replace the plasma gun/BFG.

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Just now, GooberMan said:

 

ID24 makes them standalone weapons and ammo types that do not replace the plasma gun/BFG.

Thanks. I thought because of the implementation in legacy of rust this wasn't the case.

Its crazy that we have new official doom enemies and weapons.

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Congrats on the release!  As someone who delved deep into MBF21 when working on Evi 2 it's exciting to see some of the limitations I ran into (such as being able to add new weapons!) being addressed.

 

Is there anything in ID24 that takes a fundamentally different approach to MBF21 (or earlier), or is it all iterative improvements?

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Posted (edited)
3 minutes ago, Bauul said:

Is there anything in ID24 that takes a fundamentally different approach to MBF21 (or earlier), or is it all iterative improvements?

 

Iterative for a good number of things. I straight up wasn't going to do new lump types without a standard format like JSON though, so I spent quite I bit of effort on making sure that was well defined as a standard for both tools and the game code to handle.

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Amazing stuff! So in the future R&R will have an open source GPL implementation of id24 so source ports devs can take inspiration? I mean except for the assets which are under a commercial license ( like the iwads) .

 

 

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Having taken a peek glance and seeing some of the video, this is awesome! Its great that a universal format like JSON is used for this in a clever way that indeed brings community work closer to consoles without interfering with NDA's.

 

The video helps highlight what the RNR24 and ID24 spec is capable of, so this is a great future up ahead with this official id-extension. Hell yeah.

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3 minutes ago, LuciferSam86 said:

So in the future R&R will have an open source GPL implementation of id24 so source ports devs can take inspiration

 

Specifically a complete implementation. Features were developed in the open in Rum and Raisin before merging in to the official port. Fixes and changes were made from there and are due to make their way back to Rum and Raisin in the near future.

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Posted (edited)

Are there complevel/GAMECONF executable/etc traits which weren't implemented in time for Nightdive Doom release?

 

Disabled lost soul limit is implied by boom's -cl9 but in Nightdive Doom the lost soul limit is still in place when used with a GAMECONF specifying "complevel9" executable type.

 

I can't figure out how to get a WAD to disable the lost soul limit in Nightdive Doom. With a GAMECONF with executable set to "complevel9" or with "comp_pain 0" in the options field lost souls are still limited.

 

I've read others having trouble disabling "comp_falloff" as well to stop monsters from being pushed over ledges.

 

 

Same question for UMAPINFO - one thing not working as expected is UMAPINFO's "interbackdrop" field in Nightdive Doom does not seem to support a fullscreen graphic (such as INTERPIC) and displays only a black screen, and only flats seem to work properly. UMAPINFO's spec states that it should support a fullscreen graphic too.

 

 

Main reason I ask is I am wondering if these behaviors (forced lost soul limit for complevel 9; only flats allowed for "interbackdrop") are considered to be part of the ID24 spec or if these are slated to be fixed in Nightdive Doom eventually.

 

 

Otherwise, as for the ID24 spec itself, I think one easy cool addition for finales to make them a little bit even less hardcoded would be the ability to specify vertical bunny scrollers that scroll up, or horizontal ones that scroll towards the left, as well as setting the tic delay before it starts scrolling, and how fast/far to scroll. This would enable Star Wars-like or Marathon-like scrolling story screens where you can read text elements as they come in.

Edited by Trov

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Posted (edited)
32 minutes ago, Xaser said:

 

 

The standard includes definitions for the new expansion's monsters and weapons (taking all new slots, not replacing any old ones); the resource contains the sprites and sounds for these. Though nothing's stopping the community from making a Freedoom-esque libre resource either (that'd be rad).

I suppose behind the res file there's the decohack definition right ? But if someone use a clean room approach to rewrite the decohack definition and there aren't any patents on the file, there's no problem? That's actually cool.

 

And yeah I think Gez got the idea correctly:)

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Posted (edited)
9 minutes ago, LuciferSam86 said:

I suppose behind the res file there's the decohack definition right ? But if someone use a clean room approach to rewrite the decohack definition and there aren't any patents on the file, there's no problem? That's actually cool.

 

And yeah I think Gez got the idea correctly:)

Xaser clarified here in response to a question I had that the code for the new things is all available as part of the spec, and is under the GPL, here. So a freedoom-style resource wouldn't need to worry about any of the dehacked/decohack/etc., and just needs to replace the graphics and sounds. (Which is good because clean-room rewriting it to be demo compatible would be a massive pain in the ass.)

 

edit: I'm unsure about SBARDEF, it looks like it's needed for ID24 compatibility and it may need to be written from scratch, but that's also doable as the specs are fully documented.

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Oooh makes sense. @plums .

And since id24 is under a GPL license even the next iterations like the future 1.0 will have a similar treatment. 

 

 

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Posted (edited)
4 hours ago, GooberMan said:

Customisable skies, including PSX Doom/Doom 64’s fire skies 

I think it's important to elaborate more on this. Animated sky textures are already possible in modern sourceports (see Muumi's work) but the ID24 implementation seems to allow sky textures to be overlayed on top of eachother, which can create really cool stuff like that scrolling sky with the still-static mountains seen 5 minutes into the video.

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3 minutes ago, Scorcher said:

I think it's important to elaborate more on this. Animated sky textures are already possible in modern sourceports (see Muumi's work) but this implementation seems to allow sky textures to be overlayed on top of eachother, which can create really cool stuff like that scrolling sky with the still-static mountains seen 5 minutes into the video.

 

Someone needs to animate stock Doom/Doom2/Final Doom skies using this. Give me wailing stretching souls in Doom 2's hell over those mountains. Twinkling stars on TNT's E2 sky. A burning city with billowing smoke for Doom 2's city levels!

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14 minutes ago, Scorcher said:

I think it's important to elaborate more on this. Animated sky textures are already possible in modern sourceports (see Muumi's work) but the ID24 implementation seems to allow sky textures to be overlayed on top of eachother, which can create really cool stuff like that scrolling sky with the still-static mountains seen 5 minutes into the video.

Parallax skies have been a thing since Hexen.

 

And animated skies like Muumi's require a ton of frames. The classic firesky is automatically generated from just 32 color indices. Now the effect can be replicated with a ton of frames (there's a pack of PSX-style fireskies on Realm667), but it's more elegant when they're generated on the fly instead of having a hundred textures per sky.

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I don't see the point of JSON validation being required to hard fail on "metadata" field absence and/or contents. Community-wise, it's going to produce nothing but extra traffic to Editing Questions subforum with a typical answer being "copy sample from <wiki or smth link> and edit just the 'data' section".

 

It's fine for commercial port/wad to fail that way if it wants to, it's made by professionals who are good at (and have a job of) reading/following specs to a T. It does not help anyone in a wide public standard imo. People routinely fail at easier to make lumps.

 

 

Otherwise, lots of cool stuff!

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38 minutes ago, Doomy__Doom said:

I don't see the point of JSON validation being required to hard fail on "metadata" field absence and/or contents. Community-wise, it's going to produce nothing but extra traffic to Editing Questions subforum with a typical answer being "copy sample from <wiki or smth link> and edit just the 'data' section".

 

It's fine for commercial port/wad to fail that way if it wants to, it's made by professionals who are good at (and have a job of) reading/following specs to a T. It does not help anyone in a wide public standard imo. People routinely fail at easier to make lumps.

 

 

Otherwise, lots of cool stuff!

I see your points. I mean those are just specs, I suppose with the next releases or even with the implementations can be implemented a validation of such data. 

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ID24HACKED is now on Wiki. That was a mammoth to convert, haha.

 

Existing ID24 page now also has Goober's features video.

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So the ID24HACKED format specifications states about indices:

 

Quote

The community range is not a free-use-by-anyone range. It is designed to be a range that the entire community can agree upon and implement in every source port. Any usage of this range that is not formally agreed upon by the community is considered in violation of ID24 [...]

 

So how's that supposed to work? If a single member of the entire community is not OK with using a index for something then it can't be used? A (not-yet-existing?) council decides what to do?

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6 minutes ago, Ravendesk said:

I'm very confused about this, can you please clarify how this works?

So, features were developed in R&R which is GPL, then they got merged to the official port (KEX), then were modified in KEX and then the updated features will be merged back to R&R.

Doesn't this mean that KEX contains GPL code and should be GPL as well? What's the point in merging things back to R&R then and not just releasing KEX source?

I'm probably misunderstanding something though :)

I assume id licensed the code from GooberMan under a different license, which they can do since GooberMan wrote the code. The code's presence in a GPL codebase doesn't prevent its author from relicensing it under different terms.

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20 minutes ago, Shepardus said:

I assume id licensed the code from GooberMan under a different license, which they can do since GooberMan wrote the code. The code's presence in a GPL codebase doesn't prevent its author from relicensing it under different terms.

So since R&R is a fork of choco, and the code licensed was just from GooberMan it means that KEX is not a fork of R&R, but was implemented from scratch by GooberMan is that right? And the new features were implemented both for R&R and KEX only by GooberMan so R&R is not really relevant here at all, they just both happen to be maintained by the same person? Or what does "clean room" implementation means in this case?

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Wiki update:

  • DEMOLOOP lump has a page now, based off the 0.99.1 spec
  • ID24 page now includes the Mapping Additions document (Minus Line special table, i am just too tired haha). Mapping Additions highlights:
    • Interactive scrolling textures
    • Per-sector COLORMAPs without having to use Boom's specials
    • Floor and texture ceiling transformations

GAMECONF spec still needs to be brought over but that's almost as big as ID24HACKED, so i am leaving that for a bit.

 

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Many of you have answered the questions and concerns correctly, so I won't repeat what has already been said there. Y'all are real heroes.

 

But yes, my implementation of Boom, MBF, MBF21, and even ID24 is incomplete. Things like the comp_soul flag not working are effectively bugs, usually because I didn't get around to implementing them.

 

UMAPINFO shenanigans are a bit of a different matter. I do have a huge rant about it being a spec that is 100% dependent on the implementation. But that's unimportant for the bugs reported here. If there's a field in UMAPINFO that seems to be not working, it's because of a stupid bug I found yesterday involving case sensitivity. Basically, my code ends up updating the wrong map structure internally. Derp.

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So, can you translate any color from the palette now, not just green?

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