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Nevander

[v1.5] Doom 64: Retribution

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2 hours ago, ArcturusRA64 said:

I found a lil quirk with the animations, apparently the Super Shotgun fires a bit faster with classic animations than with modern animations.

How much is "a bit"? Because I'm sure I made each animation have the same tics between firing codepointers. It felt identical for me as I did the animations the first time. If it was *just* noticed, it may be a problem with the current GZDoom version and not the code. Even if there actually is a difference, it can't be more than a couple tics.

 

59 minutes ago, ReaperAA said:

Funny thing is that I just noticed the same thing today. Also Plasma gun refires instantly with classic animations but not with modern animations (though in plasma's case it is obvious why).

That was on purpose because the modern set has the extra frames, as you have said. However, those frames were sped up considerably from PC Doom so that the refire is almost as quick as classic so it's not a big disadvantage to use modern.

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1 hour ago, Nevander said:

That was on purpose because the modern set has the extra frames, as you have said. However, those frames were sped up considerably from PC Doom so that the refire is almost as quick as classic so it's not a big disadvantage to use modern.

 

Yeah I understand. I personally don't mind it.

 

1 hour ago, Nevander said:

How much is "a bit"? Because I'm sure I made each animation have the same tics between firing codepointers. It felt identical for me as I did the animations the first time. If it was *just* noticed, it may be a problem with the current GZDoom version and not the code. Even if there actually is a difference, it can't be more than a couple tics.

 

Well I think it might be only a single-ish tic slower. What I did is I took a stopwatch and measured the time it took for SSG to empty the ammo from 100 to 0.

 

For modern animation, it took 67.47 seconds.

For classic animation, it took 65.13 seconds. (2.34 seconds less)

 

Of course there could be a slight human error in those values so I would say it is somewhere between 1.8 to 2.8 seconds difference (assuming a 0.5 sec human error).

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Okay, I just saw the weapon definitions in the DECORATE file. I noticed that there is indeed difference in the number of tics assigned for modern fire and classic fire for some of the weapons.

 

For Pistol, ClassicFire has 16 tics assigned to it while Fire (which is regular/modern fire) has 14 tics.

For SSG, ClassicFire has 46 tics assigned to it while Fire has 48 tics.

For BFG, ClassicFire has 63 tics assigned to it while Fire has 68 tics.

Edited by ReaperAA

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So when I load this up I get this texture in the sky in the first area. I loaded everything in the normal order but I don't know what causes this, It's a missing texture bug but I can't say I ever seen it in this spot.

https://cdn.discordapp.com/attachments/290378105355370499/620356314027261969/Screenshot_249.png

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Looks like a bug with LZDoom and the Line_Horizon line special specifically. I know nothing about LZDoom so if I were you I'd report it to the port maintainer(s).

 

If it's happening here, it will likely be happening in ALL maps which have a sky.

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On 7/27/2019 at 11:21 PM, Nevander said:

Hey guys, if Doom 64 is actually being re-released or officially ported, it's possible I may be given a C&D. I certainly hope not though.

 

I don't know if they would also go after Absolution TC, Brutal Doom 64, GZDoom64, or GEC Master Edition as well. Mine and BD64 are certainly the most well known so there's no doubt we would be targeted first (and possibly only us).

 

EX is most likely safe, since you need the ROM anyway. It's literally only an executable. No data is included with EX.

 

I hope they will view my project and others as "fan recreations" or something similar, instead of as an actual "remake." The former may allow them to stay up, since they are not really the original game in that sense.

 

Regardless, I would advise you download it now while you still can. I love my work and I hope I can continue to make updates.

If anything happens, i'll try to spread the .pk3 in as many, many pages i can get it so at least your work is preserved. I would hate to see this only be played by the people who got the chance of getting it before it got taken down.

 

Also, i'm making a Zandronum version (yeah i always say this on many projects and a lot of the time nothing happens) but is it fine if i release it on this thread? It would be pretty cool to see Retribution being played online. EDIT: Nevermind this was already done.

 

Another question that had me curious for a while, how were Breakdown's sliding doors done in the original?

Edited by -TDRR-

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On 9/9/2019 at 4:49 AM, Nevander said:

Looks like a bug with LZDoom and the Line_Horizon line special specifically. I know nothing about LZDoom so if I were you I'd report it to the port maintainer(s).

 

If it's happening here, it will likely be happening in ALL maps which have a sky.

I load Doom 64 Retribution v1.5 with LZDoom v3.82 for x64 in software and hardware mode and it to works fine for my part, it weird.

software.PNG

hardware.PNG

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22 hours ago, KOF_Guy said:

I load Doom 64 Retribution v1.5 with LZDoom v3.82 for x64 in software and hardware mode and it to works fine for my part, it weird.

Weird indeed. Well, whatever is going on it's just that one report so far. It must not be for everyone on LZDoom so that's good.

 

23 hours ago, -TDRR- said:

Another question that had me curious for a while, how were Breakdown's sliding doors done in the original?

In the original, the doors are actually a set of sectors, where each door side is a few sectors each. Then with a macro, they are lowered instantly from the middle outwards, which gave the illusion it was sliding back.

 

Since GZDoom supports polyobjects, it felt like an obvious improvement to make.

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On 9/12/2019 at 7:58 AM, Nevander said:

Weird indeed. Well, whatever is going on it's just that one report so far. It must not be for everyone on LZDoom so that's good.

 

In the original, the doors are actually a set of sectors, where each door side is a few sectors each. Then with a macro, they are lowered instantly from the middle outwards, which gave the illusion it was sliding back.

 

Since GZDoom supports polyobjects, it felt like an obvious improvement to make.

On the technical side of things. Easily an improvement. Might be me but I actually prefer the original because the choppiness actually makes the doors creepier. 

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Doom 64 Retribution AI HD

https://www.moddb.com/mods/doom-64-retribution/addons/doom-64-retribution-ai-hd

 

I would like to ask for your request because I do not have professional knowledge.
The texture of the door looks big and doesn't look right during the game.
I used to see the same thing in Doom Neural Upscale 0.5.
Can anyone help me with this?
I can't work because I don't have professional knowledge.
I would like someone to complete this work for me.

Screenshot_Doom_20190218_161735.jpg

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The problem is that each texture here is scaled up separately and then those combined textures are being used to build the switch texture, which doesn't seem to be correctly scaled. Basically, this switch texture consists of two other textures (the bar and the switch). The offsets are still right, but they are not scaled back down correctly.

 

What needs to be done is the resulting finalized texture needs to be scaled up as it's own texture instead, then it would probably look fine. There are probably more that have this problem. This is something the mod author will need to do.

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6 hours ago, Nevander said:

The problem is that each texture here is scaled up separately and then those combined textures are being used to build the switch texture, which doesn't seem to be correctly scaled. Basically, this switch texture consists of two other textures (the bar and the switch). The offsets are still right, but they are not scaled back down correctly.

 

What needs to be done is the resulting finalized texture needs to be scaled up as it's own texture instead, then it would probably look fine. There are probably more that have this problem. This is something the mod author will need to do.

Thank you for your reply.

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2 hours ago, dd93 said:

I can't get ambient sounds to work. I have it turned on in the options.

Are you sure it isn't working? There are not many areas which use them yet, as this was a test feature for 1.5. Start up the bonus fun maps episode, do you hear wind and fire on the hub map? If so, it's working.

Edited by Nevander

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Okay, I thought the original music was the ambiance. So yes ambient sounds do work, but the original music isn't included?

 

Edit: nevermind, i read the instructions and got it working.

Edited by dd93

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