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About komojo
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Green Marine
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NaNoWADMo 2023 - The month-long mapping challenge (starts October 1st)
komojo replied to scwiba's topic in WAD Releases & Development
Count me in. I started a project for nanowadmo about 4 years ago, but I never finished it. This year I'll try to finally tie up all the loose ends and publish something. -
NaNoWADMo 2020 - The month-long mapping challenge!
komojo replied to scwiba's topic in WAD Releases & Development
Count me in! I was working on the same project the last two times for nanowadmo, and it's already about 90% complete. I should be able to finish it this time, as long as I don't succumb to feature creep. -
NaNoWADMo 2019 - The month-long mapping challenge (that's a wrap!)
komojo replied to scwiba's topic in WAD Releases & Development
Entering the final stretch... My wad for this month is basically finished, but I think I'm going to spend a few more days polishing it and then release it this weekend. I was able to finish 9 maps total. -
NaNoWADMo 2019 - The month-long mapping challenge (that's a wrap!)
komojo replied to scwiba's topic in WAD Releases & Development
I tried this last year and only got halfway finished with a few maps. This time I'm working on the same maps and trying to actually finish them. Since I've got more time I decided to add a bit of custom graphics...so of course I've spent 3 weeks doing the graphics and barely started on the level design. It's getting there, though... -
Not as much any more, but I used to try to view every line so it shows up on the automap. I'm still a bit irritated when there are lines that can't be seen without noclip.
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John Carmack on the Joe Rogan show - it happened!
komojo replied to PeterMoro's topic in Doom General
I liked it. I was expecting more libertarian politics, but it was mostly just cool stuff about VR and rockets, and geeking out about Quake. I think he's a bit too dismissive of crunch culture in game development. He seems to think that people mostly work long hours voluntarily, that implicit threats to your job are overblown, and people complaining must be disgruntled employees. Maybe he means well, but that seems very naive to the way a lot of studios operate. It's another case of the Just World fallacy. (In his defense, he also says multiple times that he's only speaking from his own experience.) I only bring that up because it's the one part where I disagreed, it's definitely worth listening to if you're a fan of Carmack or Joe Rogan. -
The name comes from the THINGS lump in the WAD file. That's what most editors call them, so I don't think it's going to change any time soon. I'm fine with calling them Things, the word is used often enough in Doom editing that it's usually easy to recognize the context.
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The problem with this method is that it doesn't really work for sprite scaling. The Doom engine uses nearest-neighbor scaling with no mip-mapping, which means it's always skipping over rows of pixels. Your image looks like it has an ordered dithering pattern, which means you'd see a bunch of moiré patterns (look at the brick walls on MAP12 in vanilla Doom if you want to see what I'm talking about.) It might look better with a non-repeating dither function such as Floyd-Steinberg, but it still wouldn't look perfect. Theoretically you could render a high-color image and then apply ordered dithering to the whole screen, but in that case you probably wouldn't need to dither the image in the first place. It's interesting to think what they could've done with a more expansive palette, but in that case they probably would've used flat shading instead.
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I use it when I'm making out-of-bounds areas for monsters to teleport into the map. If it's something the player isn't meant to see, I will choose a crazy texture like FIREBLU or SP_FACE1.
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320x200 (VGA mode 13h) was the most common 256-color video mode at the time. The explanation I heard is that it's due to the video memory size. 320x240 pixels is 76800 bytes, whereas 320x200 comes out to 64000 which fits within a 64k address space.
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I only set out to make 8 or 9 maps, and I got halfway finished with 6 of them. I think it's enough for me to keep going, though. I'll probably work on it a bit more this weekend and release it when it's finished.
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Name a single distinctive trait from each decade of Doom mapping
komojo replied to dobu gabu maru's topic in WAD Releases & Development
'90s: Random angles and clashing colors '00s: 45/90 degree angles with brown bricks and metal '10s: Thoughtfully constructed angles with artistic colors -
Fun fact: Trying to solve this exact problem as a kid was how I learned about the pythagorean theorem! For 45 degree angles, a diagonal line will be √2 times the length of a horizontal line of the same width, so it is impossible to get perfect texture alignment. A 64-unit line rotated diagonally would be 45.2548 units wide. A triangle with length ratios of 3 4 and 5 can be made using whole number lengths, so you should be able to make one of those with perfect alignment.
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Virtual Reality Doom WAD Viewer for Google Cardboard
komojo replied to komojo's topic in Doom General
I took a bit of a hiatus from working on this but I'm back with a small update. I just updated the app to version 1.1 and there are a few improvements. I'm pretty sure I figured out why it was crashing on some newer devices, so that should be fixed now. I also added a few more features in this version. There are a few more options: You can now teleport from the auto-map (now I'm surprised I went for so long without this feature) You can also choose to teleport around the map rather than moving. I added this feature to help reduce motion sickness, but it's also convenient for getting around quickly. If you tried this last time and it didn't work, give it another shot because it's probably working now. From equinox.wad From steeptown.wad -
The Nintendo 64 didn't have a lot of texture memory, so they probably didn't have enough space for a composite switch texture. If you had two polygons overlapping on the same plane it would show z-fighting, so they could either split the wall into multiple sections or move the switch in front of the wall. Moving it in front of the wall uses fewer polygons, so that may have been why they did it that way.