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About Silikone

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  1. Silikone

    Doom ticrate timer

    Just read that now, and it seems like tying the timer to the sound system wasn't a first time. Wolfenstein 3D could use a whopping 7000Hz (though only 700Hz with the code commented out) primary clock for the game to base its timing on. Still not sure where that aforementioned fractional number stems from, though. I can't find a way to derive it from the PIT frequency.
  2. Silikone

    Doom ticrate timer

    It's no secret that Doom runs at half the rate of the VGA 70Hz display mode, but after finding a number on the internet that seems to be specific down to the microseconds, I wanted to know how it could be measured. Unfortunately, with the Doom source code being a derivative of the original build, many low-level OS specific adjustments don't apply to the real DOS game. Thankfully, Heretic's source code reveals a lot about the inner workings of the great thing that was bestowed upon us back in 1993. Interestingly, a series of functions involved with using the hardware timer for interrupt requests is commented out, and instead, a call to the infamous DMX library is made with the integers 140 and 35 respectively. That a sound library is responsible for controlling the passing of time is pretty peculiar, and without access to its source code, I cannot find anything that supports the aforementioned fractional number. Even going by the video refresh rate divided by 2 yields a different number than the one provided.
  3. Silikone

    Redundant palette entries?

    Any examples of optimized custom Doom palettes?
  4. Silikone

    Redundant palette entries?

    I've noticed that there are a few indexes in the Doom palette that are identical. This is ostensibly wasteful, and there could have been more room for diversity of color without them. Is there a particular reason for this, like some kind of performance optimization for accessing adjacent bytes during rendering?
  5. Silikone

    gif of e1m1 rendering?

    This makes me want to compare the frame rates directly between Doom and Heretic, and see how consistently this 10-15% performance gain applies.
  6. Silikone

    Shotgun minimum damage and RNG

    I made a small program and can confirm that I get the same results with the set amount of calls. It should be easy to check how many calls are actually made in-game. Compare the RNG index inside the A_FireShotgun function before and after each P_GunShot call, and then dump those numbers somewhere. I'd try it, but I don't know how to set up Linux Doom, and I don't know if a nice sourceport like Zdoom follows the same RNG rules.
  7. Silikone

    Shotgun minimum damage and RNG

    If that's the case, I wonder if a schutzstaffel can survive a point blank shot.
  8. Silikone

    Shotgun minimum damage and RNG

    Very interesting. But the 45 being for non-foes (or is it?) only makes it pointless, so why is it in the Doom wiki graph? when exactly are the different amount of calls made when you hit an ordinary enemy?
  9. Silikone

    Shotgun minimum damage and RNG

    So the shotgun's damage can vary a lot due to the randomness of each individual pellet, but as the RNG in Doom is very limited with its single byte array, the actual total damage is probably far higher than what would be the minimum had the RNG been perfect. If I am not mistaken, the engine would shift the array by one for each pellet in the shotgun and assign them damage calculated by the entry in the array, unless there are some things in between like trajectories. With this in mind, it should be possible to determine what the lowest possible damage by one blast is. Any clues?
  10. Silikone

    gif of e1m1 rendering?

    So what was the benefit of using triple buffering in Doom? Why did they go back to mode 0x13 in Heretic?
  11. Silikone

    Doom UAC Edition

    Why 5 different Doom games?
  12. Silikone

    Multiplayer pack retail

    Is there a way to identify Doom retail packages that include the pre-order bonus? I know that RAGE had the pre-order edition of the game on the shelves long after its release, so maybe the same could happen with Doom?
  13. Silikone

    Not enough love for id Tech 6

    Id Tech 5 ran perfectly fine on my 8800, but DOOM struggles on my GTX 760.
  14. Silikone

    Id Tech 4 VS Starbreeze

    Looking at the console, it even has variables that look like something straight out of Id Tech. It's a shame that the engine is so poorly documented. I would so much put Riddick assets in Doom 3 and vice versa to see exactly how the graphics pipelines differ.
  15. Silikone

    Id Tech 4 VS Starbreeze

    How are they inferior? They pretty much work the same way with the exception of self shadowing characters in Riddick. It's true that this causes artifacts, and shadow mapping suffers from a similar problem with flickering edges on steep angles, but no self shadowing at all has its own ugly moments.