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About GooberMan

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    Scripting Nut

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  1. GooberMan

    Is Hexen (1995) a so complicated game?

    The really annoying thing about Hexen's switch hunts is that they already had an in-game solution to make the results much clearer. Items. But instead they went for the more technically challenging (at the time) deferred script execution method and figured showing text rather than providing clear design was good enough. If someone were to make a map patch WAD that changes the switches to be items/puzzle pieces/etc it'll do a lot to clear up some of the game's more annoying design habits. Some people might even say "Metroidvania" over and over in the release thread too.
  2. Besides. It's clear that it will work in Eternity. But I'm definitely aiming for the simpler goal first.
  3. Sweet. Although, to be honest, I'm not sure if that will make supporting Eternity easier or harder. I'll have a think on it.
  4. Does that affect collision as well, or is it just a visual effect?
  5. My preference certainly goes in the opposite direction of the community then. I had to turn bounce lighting off for those most recent screenshots to illustrate the request. The scene looks entirely different with bouncing on. And then there's those massive blocks when you do get a hard edge. I'd rather have higher fidelity light maps - but the maps I want to make also make no attempt to preserve a Quake-, or even a Doom- aesthetic.
  6. The developers have gone on record multiple times saying the SDK will support Quake maps. If you have a link confirming their internal process is different, I'd like to read it.
  7. That's the first time I tried using such small bits of geometry, and I immediately found issues. I can give you a couple more screenshots of some limping-along version though to give you an idea: You can really see the low fidelity of Quake lightmaps here - each texel of the lightmap is equivalent to 16x16 texels of the texture it operates on. Quake 3 lightmaps can work better, but they also come with their own set of quirks. There are also ways to cheat Quake lightmaps, that I only realised after delving deep in to their implementation details. Quake lightmaps are generated entirely in texture space. The physical surface size matters not. So if you were to double the texel density of a surface - say, by scaling the texture - you also get higher resolution lightmaps. I might branch EricW's tools and work out a way to let you scale lightmap generation for BSP2Doom's purposes.
  8. Granted. I can certainly go in to plenty of detail here as to exactly where that complexity is, and why the fundamentals of item placement and object manipulation can be comparable between Quake and modern engine editors (and why that only takes a man-month to get a good quality implementation competitive with Unity and Unreal). But why do more people try to create tools for Doom instead of Quake? Doom is a far more obtuse from a data perspective than Quake, and Doom editing is only in the reasonably good state it's in right now because people looked at the tools and the pipeline and thought they could do better. What if we were still using XWE instead of SLADE? What if Doom Builder was never written? There's certainly still improvements that can be made to the Quake pipeline. Custom monsters are a big one - ZDoom has plenty of "drop in" custom monsters. That still need you to manually construct a DECORATE with all the combined entries, but it's still a reasonably smooth process. There's no particular reason a progs.dat manager that handles new monster definitions and generates appropriate support code can't be done, other than no one wants to do it. So people still have to invoke QC. Trenchbroom also really needs to ditch those CAD views and provide multiple 3D viewports. CAD view really does nothing to help a normal person look at a Quake editor and think "I can use this". Real time lighting preview is certainly quite achievable as well, either by using modern rendering techniques or going old-school and using surface caching similarly to how the original Quake software renderer operated. But here I am writing a tool to improve the Doom editing experience, with a tangential goal of improving the Quake experience by getting more people interested in Quake editing. Interesting aside: Dusk's levels are Quake[1] BSPs converted to Unity. Perhaps we're on the threshold of a Quake resurgence. Quake 2, though, is in an even worse place (and with only one source port worth talking about). Quake 3, well, Googling for various terms only shows me quake3world as a hub and that seems fairly barebones. [1] Well, honestly, I say Quake but I figure GoldSrc would be the better option since each embedded texture contains its own palette.
  9. Purely to keep my sanity, I'm focusing on getting it working in GZDoom first without portal tomfoolery. That certainly sounds like a great suggestion though for optimisation purposes. It almost starts resembling Doom 3 editing in that respect, placing down sectors for the portal culler. To that end: This will be an open source project. I'd be open to the right pull request from the right programmer. Programming in D really isn't that hard, at least the part that will need modifying. The UDMF parser makes heavy use of compile-time introspection and code generation, but the code that actually builds Doom compatible geometry should be quite readable to anyone with a basic understanding of C#. I'm not sure I'll have the patience or interest myself to do all the portal tomfoolery, but we'll see how things go when it's getting closer to release time.
  10. I know a number of people on these forums would agree with your suggestion, but I find it to have a degree of false equivalence. There's several orders of magnitude more people making content with modern engines and modern editors than the Doom and Quake communities combined. There's plenty of theories one could put forward as to why people are more drawn towards Doom rather than Quake editing. Certainly from a pure map-creation perspective, there's nowhere near the variety in Quake bestiary as there is in Doom's bestiary. I'm tempted to make a parody Quake map called "I'm a piece of shit that thinks placing Spawns, Vores and Shamblers everywhere is a good challenge" but the straight-up truth of the matter is that your only other alternative is four types of melee enemy (two with alternate ranged attacks), the Scrag, zombies, and a couple of grunts. E4 is fantastic because it acknowledges that and goes for environmental tomfoolery. Doom mapping is often called simple because it's just like drawing a map on a piece of paper. Quake mapping, on the other hand, is a lot like building with Lego. This reminds me too. I saw a commit go in to the Trenchbroom Github that finally fixes subtractive geometry operations to operate on the world instead of needing to select everything else and then selecting the single brush you want to subtract last. And a new version was released a few days ago. Time to download that. EDIT: Yep. That significantly increases the editing experience.
  11. The side-panel list of entity properties is certainly the better way to go than the DEU-style properties boxes that Doom Builder uses. Trenchbroom's panel however just feels so manual-labor compared to modern engine editors. It can definitely be improved, especially with some docking support so that I can have the panel floating wherever I want. But yes, everything else I basically agree with. Quake editing pipelines more closely resemble modern engines.
  12. That also sounds like a good stress test for Eternity's portals, since a thing would overlap several portals fairly often. Still. Supporting Eternity is well on the backburner for now. Especially if that's true about its slopes. EDIT: Another implementation detail. I'm setting floor and ceiling planes instead of using slope line actions. Having to make a ton of control sectors to make basic slopes doesn't sound like my cup of tea. Something as simple as this would need a control sector:
  13. Actually, this reminds me. The Quake community's editors and documentation are in a far worse state than here in the Doom community. I'm hoping an influx of people interested in Quake mapping would help that out. I'm also not a complete fan of Trenchbroom. Its entity property editor is fairly barebones - anyone used to Doom Builder is in for a shock. And its insistence on not providing standard move/rotate/scale gizmos is frustrating. Doing fine grained movement with camera angles it doesn't expect (ie anything approaching horizontal) often results in my brushes moving out to the distance. I also think that brush/entity selection would benefit greatly from a hierarchy view, not just from an organisational standpoint but to allow simple mass selection and things like group movement by selecting a parent node. I'm half tempted to write a Quake editor myself from here. That's probably one side project too far for me right now. That's the plan. Liquids are a little bit tricky in the BSP - no entity, capping surfaces only, name of the surface special-cased by qbsp and the engine. FWATER1 will be a solid wall by default. I need to double check the Quake source code for implementation details to see if there's anything I'm missing, but at the very least this is going to require user input to define liquid surfaces and my tool will generate Quake-compatible surface names from there.
  14. I've never looked that deep in to Eternity, but that certainly kills the initiative I have to support it. It's not an impossible task. But it sounds like it means making a ton of horizontal map slices. Another implementation detail I neglected to mention is that I do all the heavy lifting in an intermediate format (hence why Quake 3 BSPs are on the cards), so sorting in to horizontal slices and running the code I already have on the results would be the obvious way to do it. Sounds fairly tedious to get up and running though.
  15. If you can build it in Quake, I can translate it. With some exceptions. One map I would like to make is something of a demolished building/ship crash kind of map. Which means doors would naturally want to be sloped. I can't translate dynamic objects to Doom like that. Certainly the portcullis style of doors would demand doors get implemented exclusively with 3D floors instead of polyobjects, but that also immediately rules out many Quake style doors. Moving platforms will work if I embed those ACS scripts I wrote, but there's also some changes I've long wanted to get in to polyobject collision resolution that would stop the desync bugs that are possible currently.