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jval

DelphiDoom ver 0.8.4.317

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EDIT: Updated to lastest version 0.8.5.342 (January 4th 2008).


The new version of DelphiDoom 0.8.5.342 is available for download:

http://delphidoom.sitesled.com/index.html


Features:

1. Support for custom actor definition in ACTORDEF lumps.
2. Support for DEX/BEX files.
3. MP3 music and WAV sfx support.
4. True 32 bit software renderer, dynamic lights, transparency effects, external 8bit and 32bit textures, support for HI-Resolution textures (flats and walls).
5. True 3D emulation mode to extent the z-axis shift limitation.
6. Easy launcher to control the most common tasks.

All new features and improvements: http://delphidoom.sitesled.com/features.html


Changes:

1. Terrain types and water/lava splashes
2. Chase camera view.
3. Display ENDOOM screen.
4. Monsters fight each other after player death.
5. Hexen support (DelphiHexen)
6. Network support.
7. More advanced easy launcher.

Old Changes:

1. Fixed crashes with version 1.1 and 1.2 IWADs
2. Small changes to 32 bit texture caching subsystem.
3. Automap rotation.
4. Added Super packages download links.
5. Heretic support (DelphiHeretic)

Older Changes:

1. Added support for custom actor definitions in ACTORDEF lumps, quite similar to DECORATE lumps.
2. Added support for Dehacked files (Both DEH and BEX format).
3. Added support for external MP3 music replacements.
4. Autodetection of WAV sfx inside WADS.
5. Random monster spawning.
6. Added DelphiDoom Monster Pak download link.

More information about console commands and command-line parameters inside the downloaded zip file.

Documentation: http://delphidoom.sitesled.com/documentation.html
Complete change log: http://delphidoom.sitesled.com/history.html


Downloads: http://delphidoom.sitesled.com/downloads.html

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Awesome.

the 3D effect is a little wonky but great job :)

EDIT: ohgod sound messed up bad. load up e1m1 and see what I mean. you can hear the other guys across the nuke-armor pool.

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Csonicgo said:

Awesome.

the 3D effect is a little wonky but great job :)


It's not true 3d, it's true 3d emulation :)

Csonicgo said:

EDIT: ohgod sound messed up bad. load up e1m1 and see what I mean. you can hear the other guys across the nuke-armor pool.


Thanks, some time ago I insreased the maximun sound clipping distance, mayby that's the problem. I think I'll make this value configurable for more flexibility, as I'm planning to make some changes to the sound system including external mp3 support. The "Work in progress" version solves this problem.

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Me neither, sitesled sucks!! Any other good free web hosting???
All the sitesled.com is down :(

EDIT: The links now work!

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Csonicgo said:

Ah, that explains it:

Will sound "curve" be configurable?


IDEA: Add a cheat to hear all sounds in a level?

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jval said:

Me neither, sitesled sucks!! Any other good free web hosting???
All the sitesled.com is down :(

EDIT: The links now work!

Fortunecity is my favorite web hosting service. 100 megs of disk space!

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jval said:

IDEA: Add a cheat to hear all sounds in a level?


heh, maybe...


Actually I'm talking about sound "curve", as in, what volumes to play sounds at what distance. Doom's sound curve was linear, though I have heard that Hexen's sound curve was logarithmic, for... some odd reason (maybe due to ambient sounds?)

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jval said:

IDEA: Add a cheat to hear all sounds in a level?

Yeah, except for getting your speakers blown out in HR2.

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Csonicgo said:

heh, maybe...


Actually I'm talking about sound "curve", as in, what volumes to play sounds at what distance. Doom's sound curve was linear, though I have heard that Hexen's sound curve was logarithmic, for... some odd reason (maybe due to ambient sounds?)


In original Doom source actually it's not linear either. Sound volume depends on approximate distance, not the true distance. (See S_AdjustSoundParams() in s_sound.c in original linuxdoom source)

On the other hand I'll check Hexen's source to verify about logarithmic sound curve.

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yomoneyboat said:

Yeah, except for getting your speakers blown out in HR2.


Or run out of channels and crash DirectSound!! :) :) :)

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I've downloaded the "Work In Preogress" version and I took a look inside the included test wad. If you want to define custom actors inside decorate lumps you should provide a respectable level of compatibility with zDoom, or if you don't I suggest to use a different lump name witch will be specific for your engine.

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yomoneyboat said:

Fortunecity is my favorite web hosting service. 100 megs of disk space!

1999 called. They're coming to take you back.

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Lastest "Work In Progress" version 0.8.4.312 includes DelphiDoom Monster Pack with many new monsters. There is also an option to spawn random monsters (depending on difficulty of each enemy) so you can play the same level with different emenies. (Random selection is still static, i.e. running again and again will generate the same random spawning sequence, but this propably will change).

Downloads:
http://delphidoom.sitesled.com/downloads.html

(Under the "Work in progress" section)



marome said:

I've downloaded the "Work In Preogress" version and I took a look inside the included test wad. If you want to define custom actors inside decorate lumps you should provide a respectable level of compatibility with zDoom, or if you don't I suggest to use a different lump name witch will be specific for your engine.


In lastest "Work In Progress" I've included DelphiDoom Monster Pack witch defines many new enemies in DECORATE lumps. It's not fully compatible with zDoom but most features/functions supported. Does anyone suggest a new name? No problem, I can listen to any suggestions.

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jval said:

Does anyone suggest a new name? No problem, I can listen to any suggestions.

DelphiDoom is good

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entryway said:

DelphiDoom is good


DelphiDoom could be a good name (instead of DECORATE), but has 10 letters, not 8 as WAD lumps :) :) :)

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Csonicgo said:

in that case:

ACTORDEF
USRACTOR
NEWACTOR
CSTMACTR

etc...

marome said:

ACTORDEF seems better.


I thing ACTORDEF sounds good. Changed and uploaded in latest version 0.8.4.313.

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It's official: Sitesled is now gone. Their company, All Things Kind, Ltd, seems to be down also. They were hosted by Honest Networks, which has kicked the bucket.


EDIT: Back up? Weird.

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Csonicgo said:

It's official: Sitesled is now gone. Their company, All Things Kind, Ltd, seems to be down also. They were hosted by Honest Networks, which has kicked the bucket.


EDIT: Back up? Weird.


Sitesled works OK now, wierd.

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Do you plan to make the new defined enemies compatible with zdoom? How about some info about the differences between zdoom's DECORATE lumps and DelphiDoom ACTORDEF lump.

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marome said:

Do you plan to make the new defined enemies compatible with zdoom?
...


Sorry, fully compatibility is not in my future plans.

marome said:

...
How about some info about the differences between zdoom's DECORATE lumps and DelphiDoom ACTORDEF lump.


The syntax is actually the same, even if DelphiDoom is a little more flexible: eg to define the enemy flag FLOATBOB you can write:
+FLOATBOB or
FLOATBOB or
MF_FLOATBOB or
MF_EX_FLOATBOB
All the above means the same to DelphiDoom ACTORDEF parser.

In addition to define a missile you can either specify the
DEFAULTMISSILE flag or define individual the flags that describe a missile:
MISSILE
NOGRAVITY
NOBLOCKMAP
DROPOFF

There is also the DEFAULTTRANSPARENT flag to define default transparency (equivelant to RENDERSTYLE TRANSLUCENT and ALPHA 0.67).

Sound aliases are located in SNDINFO lumps. $RANDOM directive is not supported but you can specify RANDOMSEESOUND, RANDOMPAINSOUND etc as the actor flags. Random sound system will do the following search for random souds: For example we have an actor with

+RANDOMSEESOUND
seesound "DSSEE1"

DelphiDoom automatically will check DSSEE2, DSSEE3, .. DSSEE9 if present in WADs and create a random sound list.

Also DelphiDoom supports some more actor fields such as:
CUSTOMSOUND1
CUSTOMSOUND2
CUSTOMSOUND3


There are also some DelphiDoom specific flags like:
(MF_EX_)WHITELIGHT
(MF_EX_)REDLIGHT
(MF_EX_)GREENLIGHT
(MF_EX_)BLUELIGHT
(MF_EX_)YELLOWLIGHT

What not supported comparing to DECORATE lumps:
RENDERSTYLE ADD
crash state
GoTo to states that are not defined previously:

For example the following systax is accepted:

Spawn:
GMAN A 0 A_SetTranslucent(0.67)
GMAN A 10 A_Look
GMAN B 0 A_SetTranslucent(0.99)
GMAN B 10 A_Look
Loop
See:
GMAN A 0 A_SetTranslucent(0.67)
GMAN AABBCCDD 1 A_Chase
Loop
Raise:
GMAN M 0 A_SetTranslucent(0.67)
GMAN M 5
GMAN LKJI 5
Goto See // See state was previously defined




But the following systax is not accepted:

Spawn:
GMAN A 0 A_SetTranslucent(0.67)
GMAN A 10 A_Look
GMAN B 0 A_SetTranslucent(0.99)
GMAN B 10 A_Look
Loop
Raise:
GMAN M 0 A_SetTranslucent(0.67)
GMAN M 5
GMAN LKJI 5
Goto See // ERROR: See state is not yet defined
See:
GMAN A 0 A_SetTranslucent(0.67)
GMAN AABBCCDD 1 A_Chase
Loop



--------------------
The above is part of my notes for ACTORDEF definition, it's better for you to check inside DDMONSTERS.WAD (download at http://delphidoom.sitesled.com/downloads.html) which contains more that 50 new enemies defined in ACTORDEF lumps.

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