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xvertigox

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Posts posted by xvertigox


  1. 6 minutes ago, alyxnoob81 said:

    You are acting as if i am allowing people to play the game for free, you are literally required to own doom 1 to play the wad so in my eyes there is nothing wrong with me releasing this. 

     

     

    The issue is that the wad itself has no novelty, it's E1M1 with some things changed to Barons. That's an exercise to do when first experimenting with a map editor rather than something to release. I mean, you can release but no one will want to play it.


  2. I cbf making this properly myself but the worst (technically playable) map I can imagine would be a box, 2048x2048, full of invisible blocking linedefs arranged in a maze. You could sprinkle on whatever bullshit you wanted on top, random damaging sectors, lights blinking, raising/lowering platforms etc


  3. @Doomkid I'm, not sure a delineation between the two is appropriate in all occasions. Knowledge is one thing but how you use that knowledge is where it becomes an active skill. An example off the top of my head is table tennis - motor control is one aspect but then the other is knowing to use topspin to counter your opponents backspin. That's not a mechanical skill but it's utilizing a proficiency you've developed. It is useful to make a distinction between motor skills and knowledge but I think they both fall under the umbrella of 'skill'.

     

    We should take a step back and look at the questions themselves because skill changes with context. "How good is this person at Doom?" is too broad of a question. What does being good at Doom mean? Good at finishing Sunder? Good at finishing maps they've never played?

     

    ///

     

    You know, after writing all this I may have changed my mind. I was thinking about professionals that heavily rely on knowledge like electrical engineers. It's one thing to learn all the prerequisite information but how you actually use it where the skill comes in. It's the same in Doom. You may know a map back to front, you may know there'll be an imp across the room and a archvile right in your face but if you choose to target the Imp first then you didn't use the knowledge in a skillful way. I fully agree with @smeghammer.


  4. 10 hours ago, DRMman said:

    Psx doom is great, it's basically a re-telling of the events of the classic doom duology, well atleast in my opinion.

     

    I get what you mean, it's similar to D64 in that regard. It's not just a cheap console knockoff, it's it's own thing. I wonder if any other ports are similar?

     

    My understanding is that they used the Jaguar levels because they ported that version rather the PC version. I'm curious if the PSX hardware could handle the full maps. I'm sure it has enough grunt, given it can run more demanding games, but maybe the engine wasn't optimized for the PSX architecture.

     

    Edit: Interesting info from this thread that explains why the maps can't 1:1 match the PC version
     

    Spoiler
    On 12/21/2020 at 10:59 AM, Dark Pulse said:

    Very much so.

     

    In short: the PS1 CD-ROM is, at most, a 2x speed drive. That means a maximum sustained data transfer rate of 300 KB/sec, and that comes at a ~300 millisecond seek time just to begin to read data. The system does have 2 MB of RAM, but the game EXE itself is some 400-odd KB, and of course a bunch of other data must be maintained, so effectively each level has to run in approximately 1 MB of RAM space, and there's only about 1 MB of VRAM as well (which is where all the textures, sprites, screen buffers, etc. are stored).

     

    The Jaguar also has 2 MB of RAM, but only 4 KB of internal RAM on the chip that does most of the graphics processing, and all graphical effects are software-based and not hardware-accelerated like on the PS1. However, it has one advantage the PSX does not: It's on a ROM cartridge, and ROM access times are on the nanosecond scale - several orders of magnitude faster, being perhaps 200ns for a read. That would be 0.0002 milliseconds. As a result, you can just easily set up a texture paging scheme, dynamically allocating textures when they're needed, and swapping them out extremely quickly when they aren't needed anymore. The ultra-fast access speed makes this virtually seamless, and you only really need a relatively small amount of RAM needed to store basically what's just currently in view and maybe a little bit extra for stuff you recently saw. Anything else can be freed up and re-allocated when some texture that's not currently in view is about to be drawn.

     

    The PS1 has no prayer of this. Every texture (flat and sidedef) must be stored in VRAM, ready to go, because if you have to go hunting for even a single texture, you're talking a third of a second just to get to a point on the disc where it could be read, then even longer to do the actual read. And since it must all be stored in VRAM, you're ultimately limited by the capacity of your RAM and VRAM.

     

    This is also why in the Jaguar version, you could, for example, have a Spider Mastermind and Cyberdemon duking it out. Those of us who've worked on the GEC Master Edition project for the PS1 know there is absolutely no prayer of us being able to do that. We simply do not have the RAM space for it; a Cyberdemon takes up about 500 KB of the main RAM space alone, and then all sprites must fit into approximately a 384 KB dynamic window (and they are the only thing that can essentially be paged, unlike textures - but this comes at the cost of having to all be loaded into RAM first), so very little other sprites can be in-view along with it or you will literally bomb out with a "Texture Cache Overflow" error.

     

    Ditto for having to compromise on level textures - it will be impossible for us to 1:1 texture the levels like the PC version. Partially because not all the same textures are included, but even if they were by us adding them back in, we simply do not have enough VRAM space to do all of them. We can't do more than 16 flats per-level, and while texture space does vary depending on what size textures you pick (in PS1 Doom, they are all 128 high, and either 16, 64, 128, or (skies only) 256 wide), essentially you can think of the wall texture space as being approximately 768x256. So you have to mix and match, and work like a jigsaw puzzle, fitting in as much of the main textures as you can, and compromising when you begin to run out of room.

     

    mdng5ia5nd7kzeqzg.jpg

     

    It's an interesting challenge. But it means any cartridge-based version will be absolutely superior in that respect.

     


  5. Robocop Doom is flippin awesome.

     

    I'm also quite partial to 'Spaceballs: The Sequel: The Search For More DBP Maps' but I am biased.

     

    Spoiler

    Personally, I'm sick of the 'Whats your favorite gun/monster/map/decoration/light source/obstacle/patch/flat/linedef action/chocolate chip cookie recipe' threads.

     

    Edit:

    4 hours ago, P41R47 said:

    Hey come on guys, this one is, at least, a little bit more original.

    I have seen a lot of ''your favourite...'' threads, but i never knew there was maps based on films or games, aside from the obvious ones.

    So this may come as enlightening in some way, let the kid feel comfortable and learn how to socialize here.

    If the moderator think there needs something to moderate, something will be done.

     

    Yeah, that's fair enough. I was just venting on this thread when in actuality it is more original than most of the others. Sorry about that @Triloguy.


  6. I've got nothing to contribute to the thread but I want to point out how interesting @Quasar's link is. I highly recommend checking it out.

     

    19 hours ago, Quasar said:

    Both Romero and Carmack have, at times in the last 25+ years, claimed that they made significant contributions toward helping the Doom community understand the game's data formats and get editors established, and this is simply revisionist history.


  7. 6 minutes ago, Doomdude81 said:

    Xvert, thanks! But my fences are touching the ceiling. Is there a way to make them more like in your pictures?

     

    Np. If your fences are touching the ceiling

     

    Spoiler

    7SqBocT.png

     

    then you need to adjust the vertical offset

     

    Spoiler

    zvwZ3gN.png

     

    You can do this in 3D mode by highlighting (/looking at) the texture and using your up and down arrows but it can be hard to keep it selected so it's easier to do it by editing the linedef.


  8. As a long-time SiN fan I really enjoyed this video. Ross's Game Dungeon as a series is great overall. I do agree that that the forced stealth sections made the game grind to a halt - I often end up noclipping to avoid them.

     

    On 1/7/2021 at 5:59 AM, [McD]James said:

    It wasn't panned on release for not being Half-Life, it was panned for being extremely buggy and having long load times.

     

    Penny Arcade's first comic:
     

    Spoiler

    214584757_tSa5c-L-2.jpg

     


  9. Just now, Mr.Rocket said:

    Wow, um so yeah looks like you can get the PC version for like $5.00 now.

    Really makes me wonder why Quake4 is $15 bucks. You can get D3 and RoE for less than that!

     

     

    Well, it's Doom 3 vs Quake 4, of course you pay extra. That's why Far Cry 5 is $20, someones gotta pay for that increment.

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