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sponge

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  1. There's been some improvements to reduce GC usage while the game runs that should reduce the frequency of hitches, but without having measured it specifically I'm reluctant to say anything like that is solved without being able to reliably measure and compare. I haven't done that specifically to know if there are other issues going on. It may be related to 35hz -> 60hz interpolation, or any number of things that I don't know the source of. I do follow the thread, but whether I can talk about something publicly or not depends, so I'd definitely prefer whatever info I can answer to be out in the public instead instead of lost in a DMs heh.
  2. The game uses Unity for display, input, sound, etc. The original Doom engine is running underneath it. It's even the original Doom's software renderer, it doesn't use Unity's 3D rendering at all. Making the game exactly how it was on id Tech 1 but in Unity would've cost a tremendous amount of money and time to develop, with no real benefits, when you can just run the original game's code source code is still portable and can be used on these platforms.
  3. Just popping in to mention a minor update to BTSX was pushed out. The black texture on MAP02 was fixed, and the green health packs were converted to the new palette properly. You can just redownload the WAD from the Add-Ons menu to get the changes, there's no auto-update or anything like that built in.
  4. We've definitely been erring toward more recent WADs, since people are more likely to be around and easily contactable, and because it's likely that players will be less familiar with a lot of the newer stuff coming out. I hadn't heard of or played almost all of the mods we chose before starting this process, and I'm someone who has been community adjacent for a while. Stuff like Simon's Destiny and Adventures of Square rightly get a lot of "mainstream" attention, but people don't talk enough about the more traditional Doom stuff. Newer releases are also generally better at documenting sources for assets, and not using stuff from other games (see pretty much the entire soundtrack to Hell Revealed) In general the recency bias is also because the quality bar has only gone up over the years. To me, the design lessons employed in Back to Saturn X shows a mastery over level design that just isn't present in a lot of the id levels. 25 years of hindsight definitely helps, but there is heaps of talent on that team.
  5. Note that we ran into a last minute issue with it as an IWAD, so it's still technically a PWAD on Doom 2 only, but we're hoping to resolve this in the future.
  6. We can't release anyone's work without a signed license agreement, which is typically why these changes are made. I don't make any changes to the releases myself, they are all made by the authors with their approval. The idea that id would officially release some of these WADs on consoles is obviously something people never had in mind creating levels originally (hell it wasn't even something I thought would happen as recent as last August) so most releases are going to have some minor changes due to textures sourced from various places without permission. (I don't have any problems with this mind you, I'm a big proponent of remix culture and reusing/modifying stuff from different sources, and absolutely is a benefit for the community and the works as a whole.) The "you may use this" stuff in READMEs is arguably not a valid license, and there'd be nothing stopping that person from revoking it if they found it was being used in a way they don't like, which is why we don't just scrape idgames and upload stuff from there. It'd be cool if more stuff was released under Creative Commons as that would make that permission more explicit and CC is something that was built within legal frameworks to specifically grant those rights. (I have no idea if that would make things easier for us to release stuff, but I think it's a good thing in general) We sometimes have to make changes to WADs for technical reasons, but Deathless didn't have any of those.
  7. Slayers Club also has the announcement post: https://slayersclub.bethesda.net/en/article/645K63Q8tZugE01zUhelMa/new-add-on-deathless and the interview with Jimmy: https://slayersclub.bethesda.net/en/article/3XhNE2zFTqGXfK6YUF4SjW/nods-to-mods-interview-deathless Announcement tweets will be out on the usual channels, they're just spacing them out in what has been a busy day of announcements for other games!
  8. sponge

    dmsvg.py: make pretty SVG renders of maps

    For anyone curious, I saw the big SVG files and how slow they can get, especially on mobile, and spent a couple of hours seeing if I could render the SVG to tiled images. The end result was this: https://spongeserv.com/doommaps/ In this case, you're trading off performance for filesize, as the 6 zoom levels here make up about 15mb of JPGs instead, but the end result will run great even on lower end phones/tablets. Knocking off a zoom level might get it down to 8mb or so. The conversion process is pretty straightforward, although converting SVG files to PNG files is needlessly complex, and I settled on a node package svgexport that basically runs headless Chrome in the background. node ./node_modules/svgexport/bin/index.js $1.svg $1.png pad 8192:8192 "svg{background:black;}" mkdir $1 for z in 0 1 2 3 4 5 do zz=`expr $z + 8` sz=`echo 2^$zz | bc` convert $1.png -resize ${sz}x${sz} -crop 256x256 +adjoin -set filename:f "%[fx:page.x/256]_%[fx:page.y/256]" "$1/${z}_%[filename:f].jpg" done The disk space might make something like this unworkable for something like DoomWiki except for the most high profile of maps, but I could definitely see a TC release hosting their own maps as a guide for key locations and such. I know I would've loved something like this playing through some mods.
  9. Was it full resolution or just upscaled with nearest? I don't remember at all.
  10. I'm not aware of any higher resolution version of that art besides the one that's in the Unity resources files (and I think that one is basically ~400px tall)
  11. sponge

    iOS DOOM - Controller bug

    DS4/XB1/MFi should all work the same, but they mostly just worked as a consequence of the input library we used without doing anything special. Since we didn't test for supporting controllers on mobile, I think there was a regression in either all controllers or DS4 as of the last update.
  12. sponge

    iOS DOOM - Controller bug

    Controllers weren't officially supported yet, so that one got missed. It should be fixed in the next update, and have the same mappings as the console.
  13. Hi all! I'm not sure if this is useful for anyone else, but I've written a quick little Python script that scans a WAD's linedefs and attempts to find potential sources for Tutti-Frutti, and Medusa effects. These two types of errors are the most common fixable errors I've ran into in trying to verify if a map works in the 2019 re-releases, with the hopes that some light automation now will save me a bunch of time later on. Hopefully, if you're making vanilla levels, it may help you too! The code is rather simple, but at the moment it definitely has some false positives. There may also be some false negatives, since I don't have a ton of experience with map editing. https://github.com/sponge/rutti-tutti-find-a-frutti
  14. Now that the sound is back to what it should be, I'd like to properly fix/enhance the cases where the original behavior sounds broken or is undesirable. Was just too much to fix in one go in what was already a high-risk change.
  15. Customize Controls is a PC only thing. That change just means you can hit F5 and F9, and rebind them, and you no longer have to pause the game to quick save/load, like it works in every other game that has it.
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