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Shadow Hog

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Everything posted by Shadow Hog

  1. Shadow Hog

    Dissecting Sega Saturn Doom

    Technically JP21 in Japan/East Asia as well. Connector looks the same as SCART, but the pinout is different. But honestly, it'll break down as low as S-Video, so this is splitting hairs. You need composite or RF for the transparency effect to work, otherwise the signal is sufficiently separated enough that the dithered pixels are laid bare.
  2. Thanks for the kind words. Rest assured I haven't actively abandoned this, I'm just really slow. All this time and I've only really made one new map (though to be fair it's a very big map - and I did start work on another recently)... mapping block, what can ya do. I'll double check the voodoo doll scripts for the next revision, sure.
  3. Well, given UMAPINFO has picked up steam again over in the Source Ports forum, guess it's time to strike while the iron's hot, and show off what I've been toying with since the lump was initially proposed: Fork in the Road is a 10-map (+3 extra) Boom-format mapset for Doom II: Hell on Earth made to experiment with the added flexibility the new UMAPINFO lump provides. Instead of only MAP15 and MAP31 having secret exits, now almost all the maps have one! Your progression will vary greatly depending on if you gun straight for the normal exits, or start poking around to find those hidden doors and switches that give way to secret exits instead. Four different boss levels await! Which one will you see first? Map Progression All runs start at MAP01 as usual, but while the normal exit will take you to the second map of the first "tier", MAP02, the secret exit will instead take you to the first map of the second "tier", MAP05. With a change in tiers comes a change in scenery and tougher monster variety; boss enemies from lower tiers become regular enemies in higher ones, in an attempt to provide a smooth difficulty curve regardless of the path taken. A single playthrough will take you through four maps, with the fourth map always housing a boss encounter. Boss maps do not have secret exits, but feel free to poke around some of them anyway. Basically, think of it like a Doom-flavored take on Outrun, and you have the right of it. (A version of Outrun that expects you to find a couple of secret rooms in order to turn right at the relevant time instead of being forced left, but still.) As a bit of padding, three additional maps are included: one that I could've released at any time but never did, one that was intended for Mayhem 2014 but never submitted, and one that was actually created specifically for Fork in the Road and and will most likely be added to the proper map progression in the next major update. You can access these three maps with the "Extra Levels" listing on the episode selection. Map progression works differently here; while all the maps have secret exits (the two pre-existing maps having their existing exits turned into secret ones as I feared they'd be a bit too difficult to reach normally, with more-basic normal exits added instead), all three maps are in sort of a "cycle" that will never end; a normal exit will take you forward a map and a secret exit will take you backward, wrapping around between MAP11 and MAP13 as needed. Play the three maps until you've had your fill, because a text screen isn't going to stop you. Miscellaneous Notes & Known Issues I started work on this mapset almost two years ago, with the intent of making a full 28 maps on my own. Unfortunately, it turns out I don't work nearly fast enough for that number to be realistic; fortunately, the way the level progression is laid out, I had workable cut-off points at 10, 15, and 21 maps, so 10 seems like a good place to at least show off what I'd been doing. I still intend to chip away at further maps and hit those progressively-higher numbers (because only going through four maps before hitting any ending still seems a bit short to me!), but I'm gonna need to get feedback on what was already made at some point to tighten it all up, might as well start now. Given I started in 2017 and have 11 proper maps for the set, I can extrapolate a completion date for 17 more maps and thus look forward to completing the full mapset some time in 2023! This mod was tested against PrBoom+/UMAPINFO and GZDoom. As of writing, both source ports in question have a few shortcomings with their UMAPINFO implementation worth noting: PrBoom+/UMAPINFO 2.5.1.7 is the preferred option, but as of writing it currently fails to display the episode selection when using Doom II as the IWAD, so "New Game" will only take you to MAP01. This will presumably become a moot point in the future, but for now, if you wish to see the three extra maps, you will need to punch in "idclev11" or launch the program with "-warp 11 -skill n" (where 1<=n<=5). I did not really pay any attention to complevel, so whatever the default for a new install of the program tends to be is what was targeted (I assume this was the highest option, but I'm bluntly not sure). For GZDoom, I actually recommend a development build over the current stable release of 4.1.3, as those implement fixes to a few bugs I encountered that would impact a playthrough of Fork in the Road (specifically: 1, 2; a third has been reported but is cosmetic and thus relatively minor). This is moot if version 4.1.4 or 4.2.0 onward exist by the time you're reading this, as those bugfixes should already be rolled into those. As far as advanced features go: jumping and crouching are not disabled (I would have to roll a ZDoom-specific MAPINFO to do that and that defeats the point of UMAPINFO), but they are not intended either. Eternity is apparently getting UMAPINFO support soon. I'll probably test the mod with it once that's more or less finalized. One quick word of caution: all the traps were very carefully planned around vanilla behavior; you might encounter some traps triggering early due to changes in enemy size or MaxStepHeight (as with Brutal Doom) or being damn near impossible to escape (some exploding barrel gauntlets are timed to be narrowly escapable in vanilla, but Brutal barrels explode way faster and thus such traps are far, far more difficult as a result, if not impossible). There used to also be incompatibilities with BossAction, but I've made an ACS script to circumvent those entirely. Lastly: I'm the only one who's touched these stages before now, and while I think I've pored over them pretty well on various difficulties, I'm sure somebody's gonna find an issue I didn't, or try to do something I didn't even think was possible. Please do let me know what needs improving, especially if you have any suggestions on how to improve them! Just bear in mind that the setup with monster difficulty progression limits some monster choices. Specifically (progression spoilers): Screenshots Click any thumbnail to see a 2560x1440 version: Credits These are also included in a lump in the WAD: Revision History Alpha 3: Redid the ACS script for triggering BossAction when the monsters are modified externally, thus breaking the DeHackEd modifications that let the maps work. Before, the user was expected to manually call it themselves; now it operates automatically if it cannot locate any of the relevant vanilla actors within INT32_MAX of the map's center. Bluntly, this is how it should've been implemented to begin with, and I apologize that it wasn't. (Thanks to Bauul for the suggestion to use CheckProximity to determine if an actor is vanilla or not.) Edited the MIDI for MAP06, because while it looped perfectly fine in PrBoom+, it broke down horrifically in GZDoom, wherein the tracks would not reset to the correct instruments and instead hold whatever they had been set to upon loop. Turns out I missed some EMIDI controllers; nixed 'em, fixed it right up. Added HELP and CREDIT graphics. Changed sidedefs using SRB2FAL1 back to WFALL1, as I decided I liked that better after all. [shrugs] Added a few sectors to MAP01 to define a wire going from the switch that opens the secret exit hallway to the secret exit hallway itself. Changed the ramp back up from MAP01's Chaingun secret to its starting room to lower both ends at once, instead of clumsily lowering the exit end once the ramp is entered, almost always causing the player to bump into the still-lowering wall if going down the corridor at even a normal running speed. Added some monitors to the opening room of MAP02. Separated the Former Sergeant trap trigger and bridge raise trigger in MAP02 to be two separate linedefs, to make it more apparent the door is where progress is; the bridge now raises as the player approaches the door, while the Former Sergeants raise up exactly when they did before. Toggled the Impassible flag on a few lines in MAP05 so Archviles can't toss you into an inescapable pit of water and render the map unwinnable. (Thanks to PaquoCastor for pointing this oversight out to me.) Lowered the overlooks on which the Former Humans/Chaingunners sniped at you behind the yellow key door on MAP08, as I thought they were a bit too high to shoot comfortably beforehand. Removed several bars during the elevator ride down to the Archvile reveal in MAP08, so that more of the Archviles would awake on sight during the ride down rather than as soon as the player got down to the ground. Added a new sector joined to the Archvile gauntlet in MAP08 to the sector in which they teleport; in the event the player dies and chooses to resurrect in ZDoom, or in the case of co-op, this will propogate sound to the Archviles still waiting to spawn, coaxing them to entering the play area. Else, they would stay in that sector where the player can't reach them, rendering the map unwinnable. Added some signage to the normal exit in MAP08, indicating which way is the level exit and which way is the way back. Added a rather unsubtle message about the nature of the Spider Mastermind in MAP10 (I mean, it worked for Ancient Aliens, so it stands to reason it should here as well). Put health and ammo in the final gauntlet of MAP10, because wow I seriously forgot to put anything useful in there except that one secret item, smart. Rerecorded the MAP02 and MAP08 demos (DEMO4 and DEMO3, respectively) as the map changes caused desyncs. Download Alpha 3
  4. Shadow Hog

    NoSp3 (MBF21, 32 maps) IDGAMES

    Man after my own heart.
  5. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    I would honestly prefer it if it didn't, but all the implementations I've tested against do require A_BossAction, yeah.
  6. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    I mean, if we're all just gonna declare it dead cuz DSDA-Doom (and Woof? IDK the distinction besides "DSDA is for speedrunners primarily, Woof isn't, both are fine for casuals") does what it does but better, and people would push back against updating this even if I tried, then less work for me I guess :V
  7. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Honestly, implementing (some level of) MBF21 is something I'd like to see out of PrBoom+UM before it freezes forever. I wonder how much of an undertaking coding it and making a PR would be... I'd offer to at least start it but I'm always paranoid I'll do something considered non-standard or just flat-out wrong and just make things worse. Might be an entirely unfounded concern, IDK. Also might be an interesting way to brush up my rusty C/C++ skills...
  8. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    v1.1 pitch effects randomizes the pitches of various sounds, as v1.1 of Doom did - technically as all versions of Doom try to do, but they put the parameter in the wrong field after a certain version so it stopped working. Since so many versions of Doom have it broken, re-enabling it might sound too weird to people to keep enabled, hence why it's a toggle and not just on period. PC speaker emulation forgoes the Sound Blaster PCM audio in favor of the one-channel beeps and bloops of ye olde PC speaker. For Doom this isn't too bad, even if the iconic growls and shit are better over Sound Blaster than PC beeper (and on a modern computer you'd default to the SB sounds anyway), but Doom II and Final Doom's added bestiary reuse sounds IIRC so that might get a bit confusing. Worth trying out for a laugh, anyway. I have to imagine Disable Sound Cutoffs does what it says on the tin, but I haven't played enough vanilla to know when sounds would, in fact, get cut off. I guess if too many sound channels get used up but a new sound's really gotta play (based on its priority value)? Dunno about Allow Fog. I don't think Boom has a ZDoom-like arbitrary fog feature ("set this sector to fade to #C0FFEE at this level of thickness specifically!"), though it does let sectors have custom colormaps that can be used to emulate it I suppose (bake your #C0FFEE fade in advance, then tag sectors to use it). It could also just be an older OpenGL renderer leftover, as in, "allow a black fog to taper off the brightness as you view into the distance instead of not doing that", maybe from a time where some graphics cards had issues with the concept. If it's the latter, kind of moot in our time of shader-based darkening. At any rate, somebody else is gonna have to answer this one for a concrete response.
  9. I'm not sure my most-recent update ever made it into a compiled build of this WAD, for that matter. I'm not sure that it didn't, either, admittedly, but for posterity's sake, I'll repost the link I made back in April 2020. This would be MAP28, I believe?
  10. Shadow Hog

    REKKR - V1.16

    AFAIK the rub there is that DEH strings can't be longer than the existing one? You might be better off renaming it to something like "RE.KKR", which is a few characters less, or "REKK.RSA" for exactly the same number.
  11. Shadow Hog

    REKKR - V1.16

    Can't make any assertions on the 486 atm (don't have one), but I can confirm the 2019 build I tried (wherein I discovered several of the MIDI tracks didn't work - which has long since been fixed) worked swell on a Pentium 133. My assumption is that the 486 should be fine, though.
  12. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Yeah, it'd call P_SubRandom if the target was partially invisible (so a partially-invisible player or a Spectre - at least, I assume for the latter).
  13. Shadow Hog

    bug or dumb? umapinfo bossaction problems

    Ah, yeah, just to confirm what Fork does, I have a DEH lump (really BEX but who's counting) make every enemy death call A_BossAction so this can work. Also required me to make some ACS scripts for the ZDoom side of things to account for mods that replace the monsters, because any that do that overwrite the A_BossDeath calls and break things. That should explain why your Zombieman, DoomImp and HellKnight lines don't do anything. If MAP05 isn't working then ATM I couldn't tell you why, since Mancubi and Arachnotrons both called that action in vanilla. I'd have to look at it later tonight.
  14. Shadow Hog

    Dissecting Sega Saturn Doom

    I know one of the VDPs excelled at doing Mode 7-style infinite planes. If that were something you could alter to change at certain columns/scanlines, maybe you could accelerate the flat drawing using that, since that's pretty much visplanes in a nutshell. Wouldn't particularly help with wall-drawing, though!
  15. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Define an episode selection screen, define secret exits from anywhere to anywhere, and define what A_BossAction affects in a level when relevant monsters die, for a start.
  16. Shadow Hog

    [Wolfenstein: Blade of Agony] Achievement Ideas? (p13)

    Just gonna assume you just missed this - I know it took me a bit to find it after seeing it quoted elsewhere - so here it is again:
  17. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    WhackEd4 supposedly already has the sounds implemented - I can definitely see relevant code for it on their Github. Only rub is, I haven't been able to compile a successfully-working build. It compiles, but immediately throws errors when run. I should probably post in the relevant thread about it, it's almost certainly an environment config issue on my end. Anyway, the new sounds start at 500, so just manually do it from there if you must.
  18. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Just a guess, but demo compatibility is probably a big factor for it. Fixed points and floating points have very different quirks, so just blindly tossing floats in where fixed_ts are used to be will almost certainly alter some functionality that directly affects demo playback. Maybe a moot point for the renderer at this point, since that shouldn't be tied to gamelogic, but IDK.
  19. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Does a player name variable get used anywhere in PrBoom+? I don't believe it has death messages, but admittedly I don't play MP so I'm not aware of what it displays on one player killing another in DM - I'd have assumed nothing, though.
  20. God, is it really 5AM? Work tomorrow is gonna suck. Name: Help, I'm Trapped In A Barrel Factory Map Format: Boom Ports Tested: PrBoom+UM (the latest Git build), GZDoom x64 4.4.2, Eternity 4.02.00 Build Time: About 14 hours, with a far bit of that not actually working on the WAD Textures: jimmytex.wad with a few flats borrowed from 32in24-tex.wad (itself based on the CC4 texture pack I believe?) External PWADs: jimmytex.wad; all other custom assets are inside the WAD Requirements: For the love of God, do not crouch; if you do that and ride the conveyor belt, you will end up in an inescapable area designed to destroy barrels. Jumping isn't intended either. Neither are disabled because I don't have time to make several MAPINFO lumps. Link: Dropbox
  21. Text mode always has two colors per cell - foreground and background. So, to a total extent, to answer that initial question. As for two pixels per cell: yes! 0xDD and 0xDE fill in the left and right halves with the foreground respectively, doubling the horizontal resolution for a screen size of 160x25, while 0xDC and 0xDF fill in the lower and the top halves of the cell with the foreground color respectively, allowing you to double vertical resolution to get a screen size of 80x50. The former is probably more useful, as you can already impact the vertical resolution by adjusting how many pixels of each row is displayed in the Motorola 6845 CRTC (as mentioned here on Great Hierophant's Nerdly Pleasures blog). You can get all the way up to 160x100 this way - Paku Paku uses this method to manage a 16-color 160x100 display on CGA cards. This does mean no dithering at all, but so it goes I guess.
  22. Push comes to shove, if you're doing no dithering at all (to avoid the gamma-related pow() calls), then you could probably get away with using Manhattan distance (the sum of the absolute values of each dimension's difference, for those who didn't know) instead of Euclidean (the actual value you'd get with a measuring stick between point A and point B, gotten with the formula in my previous post). Generally speaking they both go up and down at the same time, just at different rates, so what's closest in Euclidean is probably close enough for government work in Manhattan. Heck, technically the dithered EGA colors aren't liable to change from run to run, so you can precalculate the lot of 'em offline and then run the distance function (whichever you opt for) on those at runtime/bootup.
  23. Well with text mode, dithering is even easier since you have 25%, 50% and 75% shades (ASCII Extended characters 0xB0-B2) to play with (I forget if you're allowed to use high-intensity colors for the background - you can't for ENDOOM IIRC, the intensity bit for BG is repurposed to mean "this text flashes" - so this might be more limited than it initially looks). To figure out what each dithered color looks closest to, first you need to take the two colors you're dithering and put each red, green and blue value to the power of your gamma (usually 2.2 for IBM PCs, probably different if you're futzing with Doom's built-in gamma control but I don't know what values it adjusts the gamma to), and then do your blending there (so for 50%, you'd add up 0.5*R/G/B from one color to 0.5*R/G/B of the second, and so on for the other channels; for 25% you'd use 0.25*R/G/B of the foreground color with 0.75*R/G/B of the background; etc), before going back to linear space by taking the resulting red/green/blue values and getting their [gamma]-root (i.e.: 2.2-root of the value, or putting the value to the power of (1/2.2)). As for how to match up the resulting blended colors with the actual Doom palette, nearest-neighbor search, of course. Distance from one color to the next is sqrt((R1-R2)^2+(G1-G2)^2+(B1-B2)^2), find the smallest resulting value (though I don't know if this is best done in gamma-corrected space or not; experimentation probably required). A naïve implementation would be O(3S), where S is the number of resulting combinations of colors (at most 784 - 16 EGA colors plus 256 combinations of those 16 colors at 25%, 50% and 75% each - but realistically way less because of redundancy, like combinations that use the same input as color 1 and color 2 are just one of the original 16 colors, a 50% combination of color 1 and color 2 is the same as a 50% combination of color 2 and color 1, a 25% combination of color 1 and color 2 is the same as a 75% combination of color 2 and color 1, etc). All of this is to say, you're best off calculating this once at startup and then referencing the results from a table somewhere. All you'll really need is what two colors to use (since both are 4-bit, you can do that in a single byte - use the high nybble for color 1 and low nybble for color 2) and what character to use (probably can't get around using a whole byte here sadly). A lot of this is hypothetical on my part, though, I've not put any of it to the test (except the part about calculating what a dithered color would look like as a solid color by gamma-correcting both input colors and calculating the output - I've done that elsewhere and can assert the results look great). It is veering very hard away from "let's make Doom playable on 386es!" into "Let's make text-mode Doom for science!", but as long as you're okay with that scope creep, I'm interested in the results.
  24. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    If those WADs had UMAPINFO lumps made for them, I imagine it'd be totally possible to view them. I believe they all predated the format, however, so it really would be predicated on making the lump for them.
  25. Shadow Hog

    PrBoom+ 2.6.1um (Aug 16, 2021)

    Incidentally, should discussion of expansion to the spec be relevant again, I wonder if it'd be better off in the dedicated thread for the format moreso than the thread of this port implementing it - though at this point I guess it'd be moot, since this is the premiere port for it.
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